ID-Based Rendering of Silhouettes on GPU
Abstract
When rendering object-silhouettes preprocessing is generally done primarily on the CPU. To this end primitive normals must be made consistent and the silhouette-edges need to be extracted every time the view-point is changed. In this paper we propose a pure image-based GPU-method where IDs of triangles are rendered to a texture and silhouettes are extracted based on the information stored in that texture. With this method the geometry does not need to be preprocessed or reprocessed when the view-point or the geometry is changed. Another important advantage of the proposed method over any Z-buffer based method is that it does not require any threshold value to compare against the difference between depth-values of the neighboring pixels which is difficult to adjust in perspective projection.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG10:017-024,
booktitle = {Theory and Practice of Computer Graphics},
editor = {John Collomosse and Ian Grimstead},
title = {{ID-Based Rendering of Silhouettes on GPU}},
author = {Diktas, Engin Deniz and Sahiner, Ali Vahit},
year = {2010},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG10/017-024}
}
booktitle = {Theory and Practice of Computer Graphics},
editor = {John Collomosse and Ian Grimstead},
title = {{ID-Based Rendering of Silhouettes on GPU}},
author = {Diktas, Engin Deniz and Sahiner, Ali Vahit},
year = {2010},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG10/017-024}
}