The edge buffer : A data structure for easy silhouette rendering by John W. Buchanan and Mario C. Sousa
Goal Render edges within relatively low end PC apps –obstacle: Z-buffer reading is expensive if it exists All polygons are processed Artists can define edges in the model which must be displayed
Edge Buffer (EB) uses: Closed polyhedral objects Open polyhedral objects There are times when the Artist MUST define edges in order to produce accurate results
EB Method Attributes Polygonal mesh stored in indexed vertex mesh representation Front/back facing polygons determined Buffer takes up little additional storage space
Closed polyhedral objects V- Vertex # F- Front B- Back Vertex VFB x x x00 5 Edges passed during pre-polygonal set-up Original Object
Closed polyhedral objects Vertex VFB x x x00 5 F bits have 1 added to them in the corresponding fields
Closed polyhedral objects Vertex VFB x x x00 5 Adding 1 to the F bit twice results in a 0 representing a front-facing, absolute edge.
Closed polyhedral objects Vertex VFB x x x00 5 Back-facing bits have 1’s added to them, the first silhouette is found.
Closed polyhedral objects Vertex VFB x x x00 5
Closed polyhedral objects Vertex VFB x x x00 5
Closed polyhedral objects Vertex VFB x x x00 5
Closed polyhedral objects Vertex VFB x x x00 5 Silhouettes are found and rendered
Open polyhedral objects Original Open Object Result of edge buffer technique on Open Objects
Open polyhedral objects Original ObjectRendering edges which do not end in
Open polyhedral objects Original objectAllow Artist to define edges to be rendered
Determining back-facing artist edges Three new flags are added to bit field: A, F~ and B~. –Artist defined edge. –Front or Back Absolute >
RESULTS A F B F~ B~ = Back-Facing Absolute Edge not to be rendered
RESULTS A F B F~ B~ = Front-Facing Absolute Edge not to be rendered
RESULTS A F B F~ B~ = Artist edge sharing vertices with both back-facing and front- facing polygons will be rendered
RESULTS A F B F~ B~ = Artist Edge sharing vertices with both back-facing and front- facing polygons will be rendered
RESULTS A F B F~ B~ = Artist edge sharing vertices with both back-facing and front- facing polygons
Conclusions Little additional storage space –At least two bits per edge. Front-and back computations being done Objects stored in indexed polygonal mesh representation Artist Edge can be defined during pre- processing. Increased computation adds less than 1% to rendering time