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Real-Time GPU Silhouette Refinement using adaptively blended ...

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Figure 8: The left image depicts a coarse mesh <strong>using</strong> normal mapping to increase the perceived detail, and the right<br />

image depicts the same scene <strong>using</strong> the displacement mapping technique described in Section 6.5.<br />

<strong>Silhouette</strong> extractions pr. sec<br />

100k<br />

10k<br />

1k<br />

100<br />

7800 GT<br />

6600 GT<br />

Brute<br />

Hierarchal<br />

10<br />

100 1k 10k 100k<br />

Number of triangles<br />

(a) The measured performance for brute force CPU silhouette<br />

extraction, hierarchical CPU silhouette extraction,<br />

and the <strong>GPU</strong> silhouette extraction on the Nvidia GeForce<br />

6600GT and 7800GT <strong>GPU</strong>s.<br />

Frames pr. sec<br />

10k<br />

Draft<br />

Draft<br />

1k<br />

100<br />

24<br />

10<br />

Static mesh<br />

Uniform<br />

Static VBO<br />

Dynamic<br />

mesh<br />

1<br />

100 1k 10k 100k<br />

Number of triangles<br />

(b) The measured performance on an Nvidia GeForce<br />

7800GT for rendering refined meshes <strong>using</strong> one single static<br />

VBO, the uniform refinement method of [3], and our algorithm<br />

for static and dynamic meshes.<br />

Figure 9: Performance measurements of our algorithm.<br />

10

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