The edge buffer: A data structure for easy silhouette rendering
Author(s): John W. Buchanan, Mario Costa Sousa.
Proceedings: 1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 39--42, Annecy, France, June 05 - 07,
2000.
[BibTeX]
Abstract:
Cartoon rendering of 3d models relies heavily on accent lines to
portray the important features of a model. In addition to this it
has been shown that highlighting silhouette edges can significantly
enhance the comprehension of technical images. In this paper we
introduce the edge buffer. This data structure allows us to highlight
silhouette edges, boundary, edges, and artist defined edges. This
edge buffer is used a-priori to define which edges are to be rendered
when visible. The edge buffer is also updated each time the object
is rendered so that silhouette edges can be drawn. We discuss the
difference between silhouette edges and boundary edges and show
how the edge buffer allows both types of edges can be drawn. The
use of the edge buffer only requires that a front/back computation
be available and that the object being rendered be represented in a
vertex/polygon representation.
Theory and Practice of Non-Photorealistic Graphics: Algorithms, Methods, and Production Systems
Brett Achorn, Daniel Teece, M. Sheelagh T. Carpendale, Mario Costa Sousa, David Ebert, Bruce Gooch, Victoria Interrante, Lisa M. Streit, Oleg Veryovka.
Siggraph 2003, ACM Press,
2003. [BibTeX]