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  1. Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering (NPAR '04)
  2. Hardware-determined feature edges
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In-situ speech visualization in real-time interactive installation and performance
Interactive rendering of suggestive contours with temporal coherence
IMPaSTo: a realistic, interactive model for paint
Visual interest and NPR: an evaluation and manifesto
Example-based composite sketching of human portraits
Image and video based painterly animation
Stylized rendering of 3D scanned real world environments
Cartoon rendering of smoke animations
Is that a smile?: gaze dependent facial expressions
Rendering complexity in computer-generated pen-and-ink illustrations
Unsupervised colorization of black-and-white cartoons
Hardware-determined feature edges
Rendering cracks in Batik
Image fusion for context enhancement and video surrealism
Ryan: rendering your animation nonlinearly projected

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Hardware-determined feature edges

Content Provider ACM Digital Library
Author McGuire, Morgan Hughes, John F.
Abstract Algorithms that detect silhouettes, creases, and other edge based features often perform per-edge and per-face mesh computations using global adjacency information. These are unsuitable for hardware-pipeline implementation, where programmability is at the vertex and pixel level and only local information is available. Card and Mitchell and Gooch have suggested that adjacency information could be packed into a vertex data structure; we describe the details of converting global/per-edge computations into local/per-vertex computations on a related 'edge mesh.' Using this trick, we describe a feature-edge detection algorithm that runs entirely in hardware, and show how to use it to create thick screen-space contours with end-caps that join adjacent thick line segments. The end-cap technique favors speed over quality and produces artifacts for some meshes.We present two parameterizations for mapping stroke textures onto these thick lines---a tessellation-independent screen space method that is better suited to still images, and an object space method better suited to animation. As additional applications, we show how to create fins for fur rendering and how to extrude contours in world-space to create the sides of a shadow volume directly on the GPU.The edge mesh is about nine times larger than the original mesh when stored at 16-bit precision and is constructed through a linear time pre-processing step. As long as topology remains fixed, the edge mesh can be animated as if it were a vertex mesh.
Starting Page 35
Ending Page 47
Page Count 13
File Format PDF
ISBN 1581138873
DOI 10.1145/987657.987663
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2004-06-07
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Npr Shadow volume Contour Silhouette Gpu
Content Type Text
Resource Type Article
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