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
A Developer's Guide to Silhouette Algorithms for Polygonal Models
IEEE Computer Graphics and Applications
Suggestive contours for conveying shape
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Density Measure for Line-Drawing Simplification
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Line drawings via abstracted shading
ACM SIGGRAPH 2007 papers
Apparent ridges for line drawing
ACM SIGGRAPH 2007 papers
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Partial visibility for stylized lines
NPAR '08 Proceedings of the 6th international symposium on Non-photorealistic animation and rendering
Directing gaze in 3D models with stylized focus
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
GPU curvature estimation on deformable meshes
I3D '11 Symposium on Interactive 3D Graphics and Games
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Lines drawn over or in place of shaded 3D models can often provide greater comprehensibility and stylistic freedom that shading alone. A substantial challenge for making stylized line drawings from 3D models is the visibility computation. Current algorithms for computing line visibility in models of moderate complexity are either too slow for interactive rendering, or too brittle for coherent animation. We present a method that exploits graphics hardware to provide fast and robust line visibility. Rendering speed for our system is usually within a factor of two of an optimized rendering pipeline using conventional lines, and our system provides much higher visual quality and flexibility for stylization.