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Discontinuity Edge Overdraw

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2001

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Association for Computing Machinery
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Sander, Pedro V., Hugues Hoppe, John Snyder, and Steven J. Gortler. 2001. Discontinuity edge overdraw. In Proceedings of the 2001 ACM symposium on interactive 3D graphics (SIGGRAPH 2001), March 19-21, 2001, Research Triangle Park, N.C., ed. SIGGRAPH, Mary Whitton, John F. Hughes, Carlo H. Sʹequin, and Stephen N. Spencer, 167-174. New York: ACM Press.

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Abstract

Aliasing is an important problem when rendering triangle meshes. Efficient antialiasing techniques such as mipmapping greatly improve the filtering of textures defined over a mesh. A major component of the remaining aliasing occurs along discontinuity edges such as silhouettes, creases, and material boundaries. Framebuffer supersampling is a simple remedy, but 2x2 supersampling leaves behind significant temporal artifacts, while greater supersampling demands even more fill-rate and memory. We present an alternative that focuses effort on discontinuity edges by overdrawing such edges as antialiased lines. Although the idea is simple, several subtleties arise. Visible silhouette edges must be detected efficiently. Discontinuity edges need consistent orientations. They must be blended as they approach the silhouette to avoid popping. Unfortunately, edge blending results in blurriness. Our technique balances these two competing objectives of temporal smoothness and spatial sharpness. Finally, the best results are obtained when discontinuity edges are sorted by depth. Our approach proves surprisingly effective at reducing temporal artifacts commonly referred to as "crawling jaggies," with little added cost.

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antialiasing, supersampling, triangle mesh rendering, antialiasing line rendering

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