@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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