Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches
Abstract
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.
BibTeX
@article {10.1111:j.1467-8659.2007.01030.x,
journal = {Computer Graphics Forum},
title = {{Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches}},
author = {Dyken, C. and Reimers, M. and Seland, J.},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2007.01030.x}
}
journal = {Computer Graphics Forum},
title = {{Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches}},
author = {Dyken, C. and Reimers, M. and Seland, J.},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2007.01030.x}
}