Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Computer-generated pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Artistic silhouettes: a hybrid approach
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
WYSIWYG NPR: drawing strokes directly on 3D models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
The notion of quantitative invisibility and the machine rendering of solids
ACM '67 Proceedings of the 1967 22nd national conference
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A Developer's Guide to Silhouette Algorithms for Polygonal Models
IEEE Computer Graphics and Applications
ACM SIGGRAPH 2003 Papers
Hybrid quantitative invisibility
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Line drawings via abstracted shading
ACM SIGGRAPH 2007 papers
Directing gaze in 3D models with stylized focus
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2008 classes
Fast high-quality line visibility
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A dynamic noise primitive for coherent stylization
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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A variety of non-photorealistic rendering styles include lines extracted from 3D models. Conventional visibility algorithms make a binary decision for each line fragment, usually by a depth test against the polygons of the model. This binary visibility test produces aliasing where lines are partially obscured by polygons or other lines. Such aliasing artifacts are particularly objectionable in animations and where lines are drawn with texture and other stylization effects. We introduce a method for anti-aliasing the line visibility test by supersampling, analogous to anti-aliasing for polygon rendering. Our visibility test is inexpensive using current graphics hardware and produces partial visibility that largely ameliorates objectionable aliasing artifacts. In addition, we introduce a method analogous to depth peeling that further addresses artifacts where lines obscure other lines.