2010
DOI: 10.1109/tvcg.2009.102
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Two Fast Methods for High-Quality Line Visibility

Abstract: Abstract-Lines drawn over or in place of shaded 3D models can often provide greater comprehensibility and stylistic freedom than 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 of moderate complexity are either too slow for interactive rendering, or too brittle for coherent animation. We introduce two methods that exploit graphics hardware to provide fast and robust line visibility.… Show more

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Cited by 12 publications
(8 citation statements)
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“…We use the segment atlas data-structure describe in [Cole and Finkelstein 2010] to compute the visibility of the paths and perform the final rendering of the strokes on the GPU. Nevertheless, our approach could be used with any system that renders lines as textured quads, such as [McGuire and Hughes 2004;Kalnins et al 2002;Isenberg et al 2002;Markosian et al 1997].…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…We use the segment atlas data-structure describe in [Cole and Finkelstein 2010] to compute the visibility of the paths and perform the final rendering of the strokes on the GPU. Nevertheless, our approach could be used with any system that renders lines as textured quads, such as [McGuire and Hughes 2004;Kalnins et al 2002;Isenberg et al 2002;Markosian et al 1997].…”
Section: Resultsmentioning
confidence: 99%
“…It handles partial visibility, which has been shown to be important for temporal coherence [Cole and Finkelstein 2010]. Since we only consider SLAM textures, we do not require a complex, piece-wise fitting scheme.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In rendering, analytically computed edges are used in combination with sparse sampling of the shading effects to generate high-quality images at interactive rates [Bala et al 2003]. Finally, many works in non-photorealistic rendering, including silhouette and informative edges, and suggestive contours [Raskar and Cohen 1999;DeCarlo et al 2004;Cole et al 2009;Cole and Finkelstein 2010], have used the perceptual importance of the edges to achieve the required rendering effect. We supplement these by exploring the importance of edges in the context of displays by introducing the notion of variable spatial resolution display -a display that does not provide uniform pixel density everywhere but produces higher pixel densities at specific regions of the edges.…”
Section: Introductionmentioning
confidence: 99%
“…Algorithms for hidden line removal in object space [MKG*97, HZ00, GTDS10] avoid this problem at the price of high computational complexity. The segment atlas of Cole and Finkelstein [CF10] provides similar quality at interactive frame rates by exploiting graphics hardware.…”
mentioning
confidence: 99%