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[BS+00]  The Edge Buffer: A Data Structure for Easy Silhouette Rendering

Buchanan:2000:TEB (In proceedings)
Author(s)Buchanan J. and Sousa M.C.
Title« The Edge Buffer: A Data Structure for Easy Silhouette Rendering »
InProceedings of the First International Symposium on Non-Photorealistic Animation and Rendering (NPAR 2000, Annecy, France, June 5--7, 2000)
Editor(s)Jean-Daniel Fekete and David Salesin
Page(s)39--42
Year2000
PublisherACM Press
AddressNew York
Editor(s)Jean-Daniel Fekete and David Salesin

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 theedgebuffer. 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

BibTeX code
@inproceedings{Buchanan:2000:TEB,
  optnote = {},
  optorganization = {},
  author = {John W. Buchanan and Sousa, Mario Costa},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {Jean-Daniel Fekete and David Salesin},
  address = {New York},
  localfile = {papers/Buchanan.2000.TEB.pdf},
  publisher = {ACM Press},
  doi = {http://doi.acm.org/10.1145/340916.340921},
  optmonth = {},
  citeseer = {http://citeseer.nj.nec.com/buchanan00edge.html},
  optcrossref = {},
  booktitle = NPAR2000,
  optstatus = {OK},
  optvolume = {},
  optnumber = {},
  title = {{T}he {E}dge {B}uffer: {A} {D}ata {S}tructure for {E}asy {S}ilhouette
           {R}endering},
  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 theedgebuffer. 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
              },
  year = {2000},
  pages = {39--42},
}

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