Abstract | ||
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Bridging the modeling and rendering gap between the existing triangle and point primitives, we explore the use of line segments as a new primitive to represent and render 3D models. Our main contribution extends the anti-aliasing theory in texture mapping to anti-aliased line segment rendering, and presents an approximation algorithm to render high quality anti-aliased opaque and transparent line segments in 3D models. This antialiasing technique is empirically validated by building a software pipeline to render models of any combination of the three types of modeling primitives: triangles, line segments and points. Our experiment shows that models comprising line segments are generally more efficient and effective for high quality rendering as compared to their corresponding pure point models. |
Year | DOI | Venue |
---|---|---|
2005 | 10.1109/CGI.2005.1500415 | Computer Graphics International |
Keywords | Field | DocType |
computational geometry,level of detail,surface reconstruction,solid modeling,pipelines,image segmentation,rendering system,image texture,computer graphics,low pass filters,approximation algorithm,software pipelining,layout,frequency,texture mapping | Line segment,Texture mapping,Computer vision,Computer science,3D rendering,Image texture,Bridging (networking),Artificial intelligence,Solid modeling,Rendering (computer graphics),Computer graphics | Conference |
ISBN | Citations | PageRank |
0-7803-9330-9 | 1 | 0.35 |
References | Authors | |
14 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Keen-Han Wong | 1 | 1 | 0.35 |
Xin Ouyang | 2 | 1 | 0.35 |
Chi-Wan Lim | 3 | 1 | 0.35 |
Tiow-Seng Tan | 4 | 398 | 27.99 |
Jürg Nievergelt | 5 | 508 | 308.99 |