Two Methods for Antialiased Wireframe Drawing with Hidden Line Removal
Publication: Research - peer-review › Article in proceedings – Annual report year: 2008
Standard
Two Methods for Antialiased Wireframe Drawing with Hidden Line Removal. / Bærentzen, Jakob Andreas; Munk-Lund, Steen; Gjøl, Mikkel; Larsen, Bent Dalgaard.
In: Proceedings of the Spring Conference in Computer Graphics. 2008.Publication: Research - peer-review › Article in proceedings – Annual report year: 2008
Harvard
APA
CBE
MLA
Vancouver
Author
Bibtex
}
RIS
TY - GEN
T1 - Two Methods for Antialiased Wireframe Drawing with Hidden Line Removal
A1 - Bærentzen,Jakob Andreas
A1 - Munk-Lund,Steen
A1 - Gjøl,Mikkel
A1 - Larsen,Bent Dalgaard
AU - Bærentzen,Jakob Andreas
AU - Munk-Lund,Steen
AU - Gjøl,Mikkel
AU - Larsen,Bent Dalgaard
PY - 2008
Y1 - 2008
N2 - Two novel and robust techniques for wireframe drawing are proposed. Neither suffer from the well-known artifacts associated with the standard two pass, offset based techniques for wireframe drawing. Both methods draw prefiltered lines and produce high-quality antialiased results without super-sampling. The first method is a single pass technique well suited for convex N-gons for small N (in particular quadrilaterals or triangles). It is demonstrated that this method is more efficient than the standard techniques and ideally suited for implementation using geometry shaders. The second method is completely general and suited for arbitrary N-gons which need not be convex. Lastly, it is described how our methods can easily be extended to support various line styles.
AB - Two novel and robust techniques for wireframe drawing are proposed. Neither suffer from the well-known artifacts associated with the standard two pass, offset based techniques for wireframe drawing. Both methods draw prefiltered lines and produce high-quality antialiased results without super-sampling. The first method is a single pass technique well suited for convex N-gons for small N (in particular quadrilaterals or triangles). It is demonstrated that this method is more efficient than the standard techniques and ideally suited for implementation using geometry shaders. The second method is completely general and suited for arbitrary N-gons which need not be convex. Lastly, it is described how our methods can easily be extended to support various line styles.
BT - Proceedings of the Spring Conference in Computer Graphics
T2 - Proceedings of the Spring Conference in Computer Graphics
ER -