dc.contributor.author | Auzinger, Thomas | en_US |
dc.contributor.author | Wimmer, Michael | en_US |
dc.contributor.author | Jeschke, Stefan | en_US |
dc.contributor.editor | I. Navazo, P. Poulin | en_US |
dc.date.accessioned | 2015-02-28T15:25:20Z | |
dc.date.available | 2015-02-28T15:25:20Z | |
dc.date.issued | 2013 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12061 | en_US |
dc.description.abstract | This paper presents a parallel, implementation-friendly analytic visibility method for triangular meshes. Together with an analytic filter convolution, it allows for a fully analytic solution to anti-aliased 3D mesh rendering on parallel hardware. Building on recent works in computational geometry, we present a new edge-triangle intersection algorithm and a novel method to complete the boundaries of all visible triangle regions after a hidden line elimination step. All stages of the method are embarrassingly parallel and easily implementable on parallel hardware. A GPU implementation is discussed and performance characteristics of the method are shown and compared to traditional sampling-based rendering methods. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Antialiasing | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Visible line/surface algorithms | en_US |
dc.title | Analytic Visibility on the GPU | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |