轮廓剪裁

P. Sander, X. Gu, S. Gortler, Hugues Hoppe, John M. Snyder
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引用次数: 225

摘要

用粗糙的、纹理映射的网格近似细节会产生多边形轮廓。为了消除这种伪影,我们引入了剪影裁剪,这是一个框架,用于有效地将粗糙几何图形的渲染剪切到原始模型的精确剪影。粗网格是使用渐进式船体获得的,这是一种新颖的表示,具有适当剪切所需的嵌套特性。我们描述了一种改进的技术,用于在这种粗网格上构建纹理和法线贴图。给定透视图,使用预先计算的搜索树从原始网格中有效地提取轮廓。在树内,使用锚定的锥体对实现分层剔除。提取的轮廓边缘用于设置硬件模板缓冲和alpha缓冲,从而对渲染的粗糙几何进行剪切和抗混叠。结果表明,剪影裁剪可以在更短的渲染时间内产生与高分辨率网格相似的渲染质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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