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Silhouette Clipping (2000)

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by Pedro V. Sander , Xianfeng Gu , Steven J. Gortler , Hugues Hoppe , John Snyder
Citations:101 - 8 self
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BibTeX

@MISC{Sander00silhouetteclipping,
    author = {Pedro V. Sander and Xianfeng Gu and Steven J. Gortler and Hugues Hoppe and John Snyder},
    title = { Silhouette Clipping},
    year = {2000}
}

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Abstract

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.

Keyphrases

silhouette clipping    coarse mesh    original mesh    search tree    anchored cone    hierarchical culling    coarse geometry    proper clipping    perspective view    texture-mapped mesh result    normal map    polygonal silhouette    original model    improved technique    turn clip    detailed model    extracted silhouette edge    novel representation    exact silhouette    progressive hull    hardware stencil buffer    rendered coarse geometry    similar quality    alpha buffer    rendering time    high-resolution mesh   

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