@inproceedings{McGuire:2004:HDF,
optorganization = {},
author = {Morgan McGuire and John F. Hughes},
optkey = {},
optseries = {},
editor = {Aaron Hertzmann and Craig Kaplan},
url = {http://graphics.cs.brown.edu/games/FeatureEdges/index.html},
localfile = {papers/McGuire.2004.HDF.pdf},
address = {New York},
publisher = {ACM Press},
doi = {http://doi.acm.org/10.1145/987657.987663},
optmonth = {},
optcrossref = {},
booktitle = NPAR2004,
optstatus = {},
optvolume = {},
title = {{H}ardware-{D}etermined {F}eature {E}dges},
optnumber = {},
abstract = {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.},
year = {2004},
pages = {35--44},
}
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