Real-Time GPU Silhouette Refinement using Adaptively Blended Bézier Patches
Autor: | Martin Reimers, Christopher Dyken, Johan Simon Seland |
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Rok vydání: | 2008 |
Předmět: |
Bézier surface
Tessellation (computer graphics) Tessellation Computer science business.industry ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION Bézier curve Computer Graphics and Computer-Aided Design Displacement (vector) Silhouette Computer graphics (images) Triangle mesh Normal mapping Computer vision Artificial intelligence business Level of detail ComputingMethodologies_COMPUTERGRAPHICS |
Zdroj: | Computer Graphics Forum. 27:1-12 |
ISSN: | 1467-8659 0167-7055 |
DOI: | 10.1111/j.1467-8659.2007.01030.x |
Popis: | We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bezier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size. |
Databáze: | OpenAIRE |
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