5 research outputs found
ConTesse: Accurate Occluding Contours for Subdivision Surfaces
This paper proposes a method for computing the visible occluding contours of
subdivision surfaces. The paper first introduces new theory for contour
visibility of smooth surfaces. Necessary and sufficient conditions are
introduced for when a sampled occluding contour is valid, that is, when it may
be assigned consistent visibility. Previous methods do not guarantee these
conditions, which helps explain why smooth contour visibility has been such a
challenging problem in the past. The paper then proposes an algorithm that,
given a subdivision surface, finds sampled contours satisfying these
conditions, and then generates a new triangle mesh matching the given occluding
contours. The contours of the output triangle mesh may then be rendered with
standard non-photorealistic rendering algorithms, using the mesh for visibility
computation. The method can be applied to any triangle mesh, by treating it as
the base mesh of a subdivision surface.Comment: Accepted to ACM Transactions on Graphics (TOG
Shader-Based Antialiased Dashed Stroked Polylines
International audienceDashed stroked paths are a widely-used feature found in the vast majority of vector drawing software and libraries. They allow, for example, highlighting a given path such as the cur- rent selection in drawing software or distinguishing curves in the case of a scientific plotting package. This paper introduces a shader-based method for rendering arbitrary dash patterns along any continuous polyline (smooth or broken). The proposed method does not tessellate individual dash patterns and allows for fast and nearly accurate rendering of any user-defined dash pattern and caps. Benchmarks indicates a slowdown ratio between 1.1 and 2.1 with an increased memory consumption between 3 and 6. Furthermore, the method can be used for solid thick polylines with correct caps and joins with only a slowdown of factor 1.1
Self-similar texture for coherent line stylization
Oral Session: Lines and StrokesInternational audienceStylized line rendering for animation has traditionally traded-off between two undesirable artifacts: stroke texture sliding and stroke texture stretching. This paper proposes a new stroke texture representation, the self-similar line artmap (SLAM), which avoids both these artifacts. SLAM textures provide continuous, infinite zoom while maintaining approximately constant appearance in screen-space, and can be produced automatically from a single exemplar. SLAMs can be used as drop-in replacements for conventional stroke textures in 2D illustration and animation. Furthermore, SLAMs enable a new, simple approach to temporally coherent rendering of 3D paths that is suitable for interactive applications. We demonstrate results for 2D and 3D animations