TY - GEN
T1 - Silhouette Clipping
AU - Sander, Pedro V.
AU - Gu, Xianfeng
AU - Gortler, Steven J.
AU - Hoppe, Hugues
AU - Snyder, John
N1 - Publisher Copyright:
© ACM 2000.
PY - 2000/7/1
Y1 - 2000/7/1
N2 - 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.
AB - 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.
KW - Level of Detail Algorithms
KW - Rendering Algorithms
KW - Texture Mapping
KW - Triangle Decimation
UR - https://www.scopus.com/pages/publications/85160301363
U2 - 10.1145/344779.344935
DO - 10.1145/344779.344935
M3 - Conference contribution
AN - SCOPUS:85160301363
T3 - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
SP - 327
EP - 334
BT - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
PB - Association for Computing Machinery, Inc
T2 - 27th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2000
Y2 - 23 July 2000 through 28 July 2000
ER -