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<item>
  <id>05278363</id>
  <dt>j</dt>
  <an>05278363</an>
  <augroup>
    <au>Valient, Michal</au>
  </augroup>
  <ti>Hardware generated object silhouettes.</ti>
  <so>G, Slov. \v Cas. Geom. Graf. 2, No. 3, 45-52 (2005).</so>
  <py>2005</py>
  <pu>Slovak Society for Geometry and Graphics, Bratislava</pu>
  <lagroup>
    <la>EN</la>
  </lagroup>
  <ccgroup>
  </ccgroup>
  <utgroup>
    <ut>silhouette detection</ut>
    <ut>silhouette rendering</ut>
    <ut>GPU</ut>
  </utgroup>
  <cigroup>
  </cigroup>
  <ligroup>
  </ligroup>
  <abgroup>
    <ab>Summary: We present a high performance algorithm that renders thick object silhouettes completely on the GPU using only two passes. We present a new structure called topology aware mesh, which allows us to overcome the lack of global adjacency information during the vertex processing on GPU. Topology aware mesh stores complete face adjacency information for each vertex and allows edge computations to be performed on graphics hardware. Topology aware mesh consumes about 0.77 times the storage of the original mesh when using 16-bit precision and stream frequency capability of current hardware and it is created only once during the linear-time preprocessing step. Our approach can be used as a replacement for many CPU based silhouette detection algorithms in NPR or shadow rendering.</ab>
    <rv></rv>
  </abgroup>
</item>