Single-pass wireframe rendering
Single-pass wireframe rendering
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DOI:
10.1145/1179849.1180035
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发表时间:
2006-07
期刊:
影响因子:
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通讯作者:
J. A. Bærentzen;S. Nielsen;Mikkel Gjøl;Bent Dalgaard Larsen;Niels Jørgen Christensen
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文献类型:
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作者:
J. A. Bærentzen;S. Nielsen;Mikkel Gjøl;Bent Dalgaard Larsen;Niels Jørgen Christensen
The depth offset is required because the procedure for rasterizing lines is not exactly the same as the one for rasterizing polygons. Consequently, when rasterizing a polygon edge as a line, a given fragment may have a depth value that is different from when the corresponding polygon itself is rasterized. This leads to stippling artefacts. However, adding an offset is not an ideal solution since this offset can result in disocclusions of lines that should be hidden. Moreover, there is usually stippling in any case near steep slopes in the mesh where a very large offset is sometimes required. The only real fix is a slope dependent offset but that tends to make disocclusion problems much worse. A few authors have proposed improved techniques, but either these are not intended for modern graphics hardware [Wang et al.] or they incur a performance hit [Herrel et al.].