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Silhouette Clipping

  • Pedro V. Sander
  • , Xianfeng Gu
  • , Steven J. Gortler
  • , Hugues Hoppe
  • , John Snyder
  • Harvard University
  • Microsoft USA

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Scopus citations

Abstract

Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of the original model. The coarse mesh is obtained using progressive hulls, a novel representation with the nesting property required for proper clipping. We describe an improved technique for constructing texture and normal maps over this coarse mesh. Given a perspective view, silhouettes are efficiently extracted from the original mesh using a precomputed search tree. Within the tree, hierarchical culling is achieved using pairs of anchored cones. The extracted silhouette edges are used to set the hardware stencil buffer and alpha buffer, which in turn clip and antialias the rendered coarse geometry. Results demonstrate that silhouette clipping can produce renderings of similar quality to high-resolution meshes in less rendering time.

Original languageEnglish
Title of host publicationSIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
PublisherAssociation for Computing Machinery, Inc
Pages327-334
Number of pages8
ISBN (Electronic)1581132085, 9781581132083
DOIs
StatePublished - Jul 1 2000
Event27th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2000 - New Orleans, United States
Duration: Jul 23 2000Jul 28 2000

Publication series

NameSIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques

Conference

Conference27th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2000
Country/TerritoryUnited States
CityNew Orleans
Period07/23/0007/28/00

Keywords

  • Level of Detail Algorithms
  • Rendering Algorithms
  • Texture Mapping
  • Triangle Decimation

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