Silhouette clipping

Approximating detailed 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.

[1]  Tom McREYNOLDS,et al.  Advanced graphics programming techniques using opengl , 1998, SIGGRAPH 1998.

[2]  J J Koenderink,et al.  What Does the Occluding Contour Tell Us about Solid Shape? , 1984, Perception.

[3]  A. Laurentini,et al.  The Visual Hull Concept for Silhouette-Based Image Understanding , 1994, IEEE Trans. Pattern Anal. Mach. Intell..

[4]  Ramesh Raskar,et al.  Image precision silhouette edges , 1999, SI3D.

[5]  Marc Rioux,et al.  A texture-mapping approach for the compression of colored 3D triangulations , 1996, The Visual Computer.

[6]  Andreas Johannsen,et al.  Clustered Backface CUlling , 1998, J. Graphics, GPU, & Game Tools.

[7]  Dinesh Manocha,et al.  Hierarchical back-face computation , 1996, Comput. Graph..

[8]  S. Sathiya Keerthi,et al.  A fast procedure for computing the distance between complex objects in three-dimensional space , 1988, IEEE J. Robotics Autom..

[9]  Lauri Siljamäki Real-time non-photorealistic rendering , 2001 .

[10]  Peter Lindstrom,et al.  Fast and memory efficient polygonal simplification , 1998, Proceedings Visualization '98 (Cat. No.98CB36276).

[11]  Dinesh Manocha,et al.  Appearance-preserving simplification , 1998, SIGGRAPH.

[12]  John M. Snyder,et al.  Visibility sorting and compositing without splitting for image layer decompositions , 1998, SIGGRAPH.

[13]  Paul S. Heckbert,et al.  Survey of Polygonal Surface Simplification Algorithms , 1997 .

[14]  Elaine Cohen,et al.  A non-photorealistic lighting model for automatic technical illustration , 1998, SIGGRAPH.

[15]  Amitabh Varshney,et al.  Dynamic view-dependent simplification for polygonal models , 1996, Proceedings of Seventh Annual IEEE Visualization '96.

[16]  David G. Kirkpatrick,et al.  Determining the Separation of Preprocessed Polyhedra - A Unified Approach , 1990, ICALP.

[17]  Hugues Hoppe,et al.  View-dependent refinement of progressive meshes , 1997, SIGGRAPH.

[18]  Peter-Pike J. Sloan,et al.  Interactive technical illustration , 1999, SI3D.

[19]  Hugues Hoppe,et al.  Progressive meshes , 1996, SIGGRAPH.

[20]  Paolo Cignoni,et al.  A general method for preserving attribute values on simplified meshes , 1998 .

[21]  Paolo Cignoni,et al.  A general method for preserving attribute values on simplified meshes , 1998, Proceedings Visualization '98 (Cat. No.98CB36276).

[22]  David P. Luebke,et al.  View-dependent simplification of arbitrary polygonal environments , 1997, SIGGRAPH.

[23]  Lee Markosian,et al.  Real-time nonphotorealistic rendering , 1997, SIGGRAPH.

[24]  Steven J. Gortler,et al.  Silhouette Mapping , 1999 .

[25]  Jarek Rossignac,et al.  Hidden contours on a frame-buffer , 1992, Eurographics Workshop on Graphics Hardware.

[26]  Makoto Maruya Generating a Texture Map from Object‐Surface Texture Data , 1995, Comput. Graph. Forum.