{"title":"快速轮廓和折痕边缘合成几何着色器","authors":"Balázs Hajagos, L. Szécsi, B. Csébfalvi","doi":"10.1145/2448531.2448540","DOIUrl":null,"url":null,"abstract":"We describe a technique to generate the geometry of silhouette and crease strokes in geometry shaders. This allows for single-pass, small-overhead rendering of conventional meshes. We exploit classic triangle adjacency information, but also introduce crease difference vectors associated with vertices in order to identify crease edges.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Fast silhouette and crease edge synthesis with geometry shaders\",\"authors\":\"Balázs Hajagos, L. Szécsi, B. Csébfalvi\",\"doi\":\"10.1145/2448531.2448540\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We describe a technique to generate the geometry of silhouette and crease strokes in geometry shaders. This allows for single-pass, small-overhead rendering of conventional meshes. We exploit classic triangle adjacency information, but also introduce crease difference vectors associated with vertices in order to identify crease edges.\",\"PeriodicalId\":235681,\"journal\":{\"name\":\"Spring conference on Computer graphics\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-03-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Spring conference on Computer graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2448531.2448540\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Spring conference on Computer graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2448531.2448540","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Fast silhouette and crease edge synthesis with geometry shaders
We describe a technique to generate the geometry of silhouette and crease strokes in geometry shaders. This allows for single-pass, small-overhead rendering of conventional meshes. We exploit classic triangle adjacency information, but also introduce crease difference vectors associated with vertices in order to identify crease edges.