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ABSTRACT
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.
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CITED BY 53
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Caleb Lyness , Otto-Carl Marte , Bryan Wong , Patrick Marais, Low-cost model reconstruction from image sequences, Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation, November 05-07, 2001, Camps Bay, Cape Town, South Africa
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Daniel Vlasic , Hanspeter Pfister , Sergey Molinov , Radek Grzeszczuk , Wojciech Matusik, Opacity light fields: interactive rendering of surface light fields with view-dependent opacity, Proceedings of the 2003 symposium on Interactive 3D graphics, April 27-30, 2003, Monterey, California
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Mashhuda Glencross , Alan G. Chalmers , Ming C. Lin , Miguel A. Otaduy , Diego Gutierrez, Exploiting perception in high-fidelity virtual environmentsAdditional presentations from the 24th course are available on the citation page, ACM SIGGRAPH 2006 Courses, July 30-August 03, 2006, Boston, Massachusetts
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