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Silhouette Smoothing for Real-Time Rendering of Mesh Surfaces

机译:用于实时渲染网格表面的轮廓平滑

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Coarse piecewise linear approximation of surfaces causes undesirable polygonal appearance of silhouettes. We present an efficient method for smoothing the silhouettes of coarse triangle meshes using efficient 3D curve reconstruction and simple local re-meshing. It does not assume the availability of a fine mesh and generates only moderate amount of additional data at run time. Furthermore, polygonal feature edges are also smoothed in a unified framework. Our method is based on a novel interpolation scheme over silhouette triangles and this ensures that smooth silhouettes are faithfully reconstructed and always change continuously with respect to continuous movement of the view point or objects. We speed up computation with GPU assistance to achieve real-time rendering of coarse meshes with the smoothed silhouettes. Experiments show that this method outperforms previous methods for silhouette smoothing.
机译:表面的粗分段线性近似会导致轮廓出现不良的多边形外观。我们提出了一种使用有效的3D曲线重建和简单的局部重新网格化来平滑粗糙三角形网格轮廓的有效方法。它不假设有细网格可用,并且在运行时仅生成适量的附加数据。此外,多边形特征边缘也在统一框架中得到平滑处理。我们的方法基于对轮廓三角形的新颖插值方案,这可确保忠实地重建平滑轮廓,并且始终相对于视点或对象的连续运动不断变化。我们借助GPU辅助来加快计算速度,以实现具有平滑轮廓的粗网格的实时渲染。实验表明,该方法优于以前的轮廓平滑方法。

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