C. Dyken, M. Reimers, J. Seland
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size.
Silhouette, Triangle Mesh, GPU, Bézier Patch, I.3.5 [Computational Geometry and Object Modeling]: Curve, Surface, Solid and Object Representations, Geometric algorithms, Languages, Systems, 1.3.3 [Three-Dimensional Graphics and Realism]: Viewing algorithms