Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
The edge buffer: a data structure for easy silhouette rendering
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Hardware support for non-photorealistic rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
The haloed line effect for hidden line elimination.
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
Suggestive contours for conveying shape
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Real-time image-space outlining for non-photorealistic rendering
ACM SIGGRAPH 2002 conference abstracts and applications
Finding feasible mold parting directions using graphics hardware
Proceedings of the 2005 ACM symposium on Solid and physical modeling
GPU friendly, anti-aliased, soft shadow mapping
Proceedings of the 21st spring conference on Computer graphics
Multi-scale line drawings from 3D meshes
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time rendering of cartoon smoke and clouds
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Stylized haloed outlines on the GPU
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
GPU-based rendering and animation for Chinese painting cartoon
GI '07 Proceedings of Graphics Interface 2007
ACM SIGGRAPH 2008 classes
Efficient traversal of mesh edges using adjacency primitives
ACM SIGGRAPH Asia 2008 papers
Finding feasible mold parting directions using graphics hardware
Computer-Aided Design
Performance evaluation for real-time cartoon rendering using GPU
GVE '07 Proceedings of the IASTED International Conference on Graphics and Visualization in Engineering
Self-similar texture for coherent line stylization
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
3D model feature line stylization using mesh sharpening
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Real-Time shadow volume algorithm for subdivision surface based models
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Adapted surface visualization of cerebral aneurysms with embedded blood flow information
EG VCBM'10 Proceedings of the 2nd Eurographics conference on Visual Computing for Biology and Medicine
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Algorithms that detect silhouettes, creases, and other edge based features often perform per-edge and per-face mesh computations using global adjacency information. These are unsuitable for hardware-pipeline implementation, where programmability is at the vertex and pixel level and only local information is available. Card and Mitchell and Gooch have suggested that adjacency information could be packed into a vertex data structure; we describe the details of converting global/per-edge computations into local/per-vertex computations on a related 'edge mesh.' Using this trick, we describe a feature-edge detection algorithm that runs entirely in hardware, and show how to use it to create thick screen-space contours with end-caps that join adjacent thick line segments. The end-cap technique favors speed over quality and produces artifacts for some meshes.We present two parameterizations for mapping stroke textures onto these thick lines---a tessellation-independent screen space method that is better suited to still images, and an object space method better suited to animation. As additional applications, we show how to create fins for fur rendering and how to extrude contours in world-space to create the sides of a shadow volume directly on the GPU.The edge mesh is about nine times larger than the original mesh when stored at 16-bit precision and is constructed through a linear time pre-processing step. As long as topology remains fixed, the edge mesh can be animated as if it were a vertex mesh.