Bridging the modeling and rendering gap between the existing triangle and point primitives, we explore the use of line segments as a new primitive to represent and render 3D models. Our main contribution extends the anti-aliasing theory in texture mapping to anti-aliased line segment rendering, and presents an approximation algorithm to render high quality anti-aliased opaque and transparent line segments in 3D models. This antialiasing technique is empirically validated by building a software pipeline to render models of any combination of the three types of modeling primitives: triangles, line segments and points. Our experiment shows that models comprising line segments are generally more efficient and effective for high quality rendering as compared to their corresponding pure point models.


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    Title :

    Rendering anti-aliased line segments


    Contributors:
    Wong, K.-H. (author) / Ouyang, X. (author) / Lim, C.-W. (author) / Tan, T.-S. (author) / Nievergelt, J. (author)


    Publication date :

    2005-01-01


    Size :

    1717614 byte





    Type of media :

    Conference paper


    Type of material :

    Electronic Resource


    Language :

    English



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