Search results for "Shader"
showing 2 items of 2 documents
Conservative swept volume boundary approximation
2010
We present a novel technique for approximating the boundary of a swept volume. The generator given by an input triangle mesh is rendered under all rigid transformations of a discrete trajectory. We use a special shader program that creates offset geometry of each triangle on the fly, thus guaranteeing a conservative rasterization and correct depth values. Utilizing rasterization mechanisms and the depth buffer we then get a conservative voxelization of the swept volume (SV) and can extract a triangle mesh from its surface. This mesh is simplified maintaining conservativeness as well as an error bound measured in terms of the one-sided Hausdorff distance. For this we introduce a new techniqu…
Variable-Radius Offset Surface Approximation on the GPU
2020
Variable-radius offset surfaces find applications in various fields, such as variable brush strokes in 2D and 3D sketching and geometric modeling tools. In forensic facial reconstruction the skin surface can be inferred from a given skull by computing a variable-radius offset surface of the skull surface. Thereby, the skull is represented as a two-manifold triangle mesh and the facial soft tissue thickness is specified for each vertex of the mesh. We present a method to interactively visualize the wanted skin surface by rendering the variable-radius offset surfaces of all triangles of the skull mesh. We have also developed a special shader program which is able to generate a discretized vol…