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dc.contributor.authorDyken, C.en_US
dc.contributor.authorReimers, M.en_US
dc.contributor.authorSeland, J.en_US
dc.date.accessioned2015-02-21T12:52:46Z
dc.date.available2015-02-21T12:52:46Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.01030.xen_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patchesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01030.xen_US
dc.identifier.pages1-12en_US


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