Shader-Based Wireframe Drawing

Jakob Andreas Bærentzen, Steen Lund Nielsen, Mikkel Gjøl, Bent Dalgaard Larsen

    Research output: Contribution to journalJournal articleResearch

    Abstract

    In this paper, we first argue that drawing lines on polygons is harder than it may appear. We then propose two novel and robust techniques for a special case of this problem, namely wireframe drawing. Neither method suffers 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.
    Original languageEnglish
    JournalComputer Graphics and Geometry
    Volume10
    Issue number2
    Pages (from-to)66-79
    ISSN1811-8992
    Publication statusPublished - 2008

    Bibliographical note

    Invited paper. Extended version of previous conference paper.

    Cite this

    Bærentzen, J. A., Nielsen, S. L., Gjøl, M., & Larsen, B. D. (2008). Shader-Based Wireframe Drawing. Computer Graphics and Geometry, 10(2), 66-79.
    Bærentzen, Jakob Andreas ; Nielsen, Steen Lund ; Gjøl, Mikkel ; Larsen, Bent Dalgaard. / Shader-Based Wireframe Drawing. In: Computer Graphics and Geometry. 2008 ; Vol. 10, No. 2. pp. 66-79.
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    abstract = "In this paper, we first argue that drawing lines on polygons is harder than it may appear. We then propose two novel and robust techniques for a special case of this problem, namely wireframe drawing. Neither method suffers 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.",
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    volume = "10",
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    Bærentzen, JA, Nielsen, SL, Gjøl, M & Larsen, BD 2008, 'Shader-Based Wireframe Drawing', Computer Graphics and Geometry, vol. 10, no. 2, pp. 66-79.

    Shader-Based Wireframe Drawing. / Bærentzen, Jakob Andreas; Nielsen, Steen Lund; Gjøl, Mikkel; Larsen, Bent Dalgaard.

    In: Computer Graphics and Geometry, Vol. 10, No. 2, 2008, p. 66-79.

    Research output: Contribution to journalJournal articleResearch

    TY - JOUR

    T1 - Shader-Based Wireframe Drawing

    AU - Bærentzen, Jakob Andreas

    AU - Nielsen, Steen Lund

    AU - Gjøl, Mikkel

    AU - Larsen, Bent Dalgaard

    N1 - Invited paper. Extended version of previous conference paper.

    PY - 2008

    Y1 - 2008

    N2 - In this paper, we first argue that drawing lines on polygons is harder than it may appear. We then propose two novel and robust techniques for a special case of this problem, namely wireframe drawing. Neither method suffers 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 - In this paper, we first argue that drawing lines on polygons is harder than it may appear. We then propose two novel and robust techniques for a special case of this problem, namely wireframe drawing. Neither method suffers 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.

    M3 - Journal article

    VL - 10

    SP - 66

    EP - 79

    JO - Computer Graphics and Geometry

    JF - Computer Graphics and Geometry

    SN - 1811-8992

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    ER -

    Bærentzen JA, Nielsen SL, Gjøl M, Larsen BD. Shader-Based Wireframe Drawing. Computer Graphics and Geometry. 2008;10(2):66-79.