A skull model rendered with controlled detail
from three viewpoints.
Abstract
We present a method to view-dependently control the size of shape
features depicted in computer-generated line drawings of 3D meshes. Our
method exhibits good temporal coherence during level of detail
transitions, and is fast because the calculations are carried out
entirely on the GPU. The strategy is to pre-compute, via a digital
geometry processing technique, a sequence of filtered versions of the
mesh that eliminate shape features at progressively larger
scales. Each filtered mesh retains the original connectivity,
providing a direct correspondence between meshes.
At run-time, the meshes are loaded onto the graphics card and a vertex
program interpolates curvatures and positions between corresponding
vertices in adjacent meshes of the sequence. A fragment program then
renders silhouettes and suggestive contours to produce a line drawing
for which the size of depicted shape features follows a user-specified
``target size''. For example, we can depict fine shape features over
nearby surfaces, and appropriately coarse-scaled features in more
distant regions. More general level-of-detail policies could be
implemented on top of our approach by letting the target size vary with
scene attributes such as depth, image location, or annotations provided
by the scene designer.
BibTex entry (will be updated soon with the I3D citation): @techreport{Ni:2005:MSL,
author = {Alex Ni and Kyuman Jeong and
Seungyong Lee and Lee Markosian},
title = {Multi-scale Line Drawings
from 3{D} Meshes},
number = {CSE-TR-510-05}, institution =
{Department of Electrical Engineering and Computer Science, University of Michigan},
month = {July},
year = {2005},
pages = {6},
url =
{http://graphics.eecs.umich.edu/proj/msld-2005/}, }