Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games 2009
DOI: 10.1145/1507149.1507168
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Fast high-quality line visibility

Abstract: Figure 1: Examples of models rendered with stylized lines. Stylized lines can provide extra information with texture and shape, and are more aesthetically appealing than conventional solid or stippled lines. AbstractLines drawn over or in place of shaded 3D models can often provide greater comprehensibility and stylistic freedom that shading alone. A substantial challenge for making stylized line drawings from 3D models is the visibility computation. Current algorithms for computing line visibility in models o… Show more

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Cited by 6 publications
(5 citation statements)
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“…This article expands on an earlier paper by the same authors [4] that introduced the segment atlas method. The spine test method is introduced for the first time in this article, and offers a simpler, more conventional alternative to the segment atlas method.…”
Section: Introductionmentioning
confidence: 80%
See 1 more Smart Citation
“…This article expands on an earlier paper by the same authors [4] that introduced the segment atlas method. The spine test method is introduced for the first time in this article, and offers a simpler, more conventional alternative to the segment atlas method.…”
Section: Introductionmentioning
confidence: 80%
“…The spine test method is introduced for the first time in this article, and offers a simpler, more conventional alternative to the segment atlas method. This article also expands upon the description of the segment atlas in [4], adding implementation improvements, further discussion of stylization effects, and a comparison to the spine test method.…”
Section: Introductionmentioning
confidence: 99%
“…Because the algorithm outputs line primitives from the geometry shader, it can coexist nicely with the algorithm of Cole et al [2009] Table 2: Frame times and memory usage for various animations and models. The GeForce 9800GT and Quadro FX5800 are at 1600×1200 resolution and the GeForce GTX480 is at 1920×1200 resolution.…”
Section: Discussionmentioning
confidence: 99%
“…The general way is to extract visible portions of edges to be enlightened, then link and texture them as stroke. These involve Northrup and Markosian's 16 ''item buffer'' method, several subsequent NPR system which followed the principle 17-19 and Cole's GPU approach 3 . The core visibility test step is still similar with ordinary approach relying on z-buffer comparison and suffers the same aliasing artifact.…”
Section: Background and Previous Workmentioning
confidence: 99%
“…Moreover, offset based approach risks over-estimation artifact on corners. A lot of alternative work tries to draw lines stick to the surface without z-fighting, such as super sampling original model 3,4 to breakthrough the limitation of image resolution or using GPU's multisample extension and combine all the results through filter 5 . Maybe they ameliorate visibility error on single pixel lines, but cannot solve the problem completely and might lead to even more severe flickering on thick lines rendering and bring extra cost for repeatedly projection and rasterization of polygon mesh.…”
Section: Introductionmentioning
confidence: 99%