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the technique described in [3]. We address three issues:<br />

evaluation of PN-triangle type patches on vertex shaders,<br />

adaptive level of detail refinement and elimination of popping<br />

artifacts. We have proposed a simplified PN-triangle<br />

type patch which allows the use of pre-evaluated basisfunctions<br />

requiring only one single texture lookup (if we<br />

pack the pre-evaluated basis functions into the fractional<br />

and rational parts of a texel). Further, the use of a geometric<br />

refinement level different from the topological refinement<br />

level comes at no cost since this is achieved simply<br />

by adjusting a texture coordinate. Thus, adaptive level of<br />

detail comes at a very low price.<br />

We have shown that our method is efficient and we expect<br />

it to be even faster when texture lookups in the vertex<br />

shader become more mainstream and the hardware manufacturers<br />

answer with increased efficiency for this operation.<br />

Future <strong>GPU</strong>s use a unified shader approach, which<br />

could also boost the performance of our algorithm since it<br />

is primarily vertex bound and current <strong>GPU</strong>s perform the<br />

best for fragment processing.<br />

Acknowledgments<br />

We would like to thank Gernot Ziegler for introducing us<br />

to the histogram pyramid algorithm. Furthermore, we are<br />

grateful to Mark Hartner for giving us access to the source<br />

code of the various silhouette extraction algorithms. Finally,<br />

Marie Rognes has provided many helpful comments<br />

after reading an early draft of this manuscript. This work<br />

was funded, in part, by contract number 158911/I30 of<br />

The Research Council of Norway.<br />

References<br />

[1] P. Alliez, N. Laurent, and H. S. F. Schmitt. Efficient<br />

view-dependent refinement of 3D meshes <strong>using</strong><br />

√ 3-subdivision. The Visual Computer, 19:205–<br />

221, 2003.<br />

ICS conf. on Graphics hardware, pages 99–104,<br />

2005.<br />

[4] M. Bunnell. <strong>GPU</strong> Gems 2, chapter 7 Adaptive Tessellation<br />

of Subdivision Surfaces with Displacement<br />

Mapping. Addison-Wesley Professional, 2005.<br />

[5] D. Card and J. L.Mitchell. ShaderX, chapter<br />

Non-Photorealistic Rendering with Pixel and Vertex<br />

Shaders. Wordware, 2002.<br />

[6] W. Donnelly. <strong>GPU</strong> Gems 2, chapter 8 Per-Pixel Displacement<br />

Mapping with Distance Functions. Addison<br />

Wesley Professional, 2005.<br />

[7] C. Dyken and M. Reimers. <strong>Real</strong>-time linear silhouette<br />

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Nashboro Press, 2004.<br />

[8] G. Farin. Curves and surfaces for CAGD. Morgan<br />

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[9] M. Harris. <strong>GPU</strong> Gems 2, chapter 31 Mapping Computational<br />

Concepts to <strong>GPU</strong>s. Addison Wesley Professional,<br />

2005.<br />

[10] A. Hartner, M. Hartner, E. Cohen, and B. Gooch.<br />

Object space silhouette algorithims. In Theory<br />

and Practice of Non-Photorealistic Graphics: Algorithms,<br />

Methods, and Production System SIG-<br />

GRAPH 2003 Course Notes, 2003.<br />

Draft<br />

Draft<br />

[11] H. Hoppe. Progressive meshes. In ACM SIGGRAPH<br />

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[12] T. Isenberg, B. Freudenberg, N. Halper,<br />

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IEEE Computer Graphics and Applications,<br />

23(4):28–37, July-Aug 2003.<br />

[2] T. Boubekeur, P. Reuter, and C. Schlick. Scalar<br />

tagged PN triangles. In Eurographics 2005 (Short<br />

Papers), 2005.<br />

[3] T. Boubekeur and C. Schlick. Generic mesh refinement<br />

on <strong>GPU</strong>. In ACM SIGGRAPH/EUROGRAPH-<br />

√<br />

[13] L. Kobbelt. 3-subdivision. In ACM SIGGRAPH<br />

2000, pages 103–112, 2000.<br />

[14] D. Luebke, B. Watson, J. D. Cohen, M. Reddy, and<br />

A. Varshney. Level of Detail for 3D Graphics. Elsevier<br />

Science Inc., 2002.<br />

13

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