TL;DR: In this paper, an ambient image is acquired of a scene with ambient light, and a set of illuminated images is also acquired of the scene, each illuminated image is combined with the ambient image to detect cast shadows and silhouette edge pixels are located from the cast shadows.
Abstract: A method detects silhouette edges in images. An ambient image is acquired of a scene with ambient light. A set of illuminated images is also acquired of the scene. Each illuminated image is acquired with a different light source illuminating the scene. The ambient image is combined with the set of illuminated to detect cast shadows, and silhouette edge pixels are located from the cast shadows.
TL;DR: In this article, an anti-aliasing operation is applied to silhouette edges of the objects, which are the edges of primitives which are displayed at the perimeter of an object.
Abstract: A graphics rendering system creates an image based on objects constructed of polygonal primitives, which can generate the perception of three-dimensional objects displayed on a two-dimensional display device. An anti-aliasing operation is applied to silhouette edges of the objects, which are the edges of primitives which are displayed at the perimeter of an object. A silhouette edge can be identified by determining how many times an edge is rendered, with each instance of the rendering of an edge corresponding to the rendering of a primitive that adjoins the edge. An edge that is rendered exactly once is interpreted as a silhouette edge. An example of a silhouette edge is an edge that adjoins one triangular primitive that is viewable and another triangular primitive that is hidden from view by other primitives. Another technique for identifying a silhouette edge can be applied to closed objects by determining whether a first primitive adjoining an edge is hidden from view by other primitives and a second primitive also adjoining the edge is viewable. Once the silhouette edges are identified, the anti-aliasing operation is applied thereto.
TL;DR: In this article, a video interface accesses the frame buffer to retrieve a foreground color of an edge pixel that falls on the silhouette edge and interpolates between the foreground color and the estimated background color to determine an output color of the edge pixel.
Abstract: A system and method for antialiasing silhouette edges are described herein. A video interface accesses the frame buffer to retrieve a foreground color of an edge pixel that falls on the silhouette edge. The video interface estimates a background color of the edge pixel based on foreground colors of neighboring pixels that are proximate to the edge pixel. Then, the video interface interpolates between the foreground color and the estimated background color to determine an output color of the edge pixel. Also described herein are a system and method of internal edge antialiasing.
TL;DR: A scanline algorithm is described which renders bicubic patches directly from the parametric description without producing a polygonal approximation, providing dramatic improvement in the results of both the silhouette detector and the shading methods.
Abstract: A scanline algorithm is described which renders bicubic patches directly from the parametric description without producing a polygonal approximation. The algorithm is partially based on earlier work by Whitted. A primitive object, called a “curved-edge polygon”, is defined, and an algorithm for breaking down a bicubic patch into the primitive objects is described. A general surface intersection method is employed to provide a robust silhouette edge detector. Shades are computed by calculating a cubic approximation to the normal surface and performing either a cubic or a linear interpolation of the bounding edge normals across the scanline. Subdivision of parametric surfaces is used to reduce the complexity of the surfaces being rendered, providing dramatic improvement in the results of both the silhouette detector and the shading methods.
TL;DR: An efficient algorithm to reconstruct intricate objects using densely sampled light fields that can process large video datasets very efficiently and at the same time generates high quality object reconstructions that compare favorably to the results of state-of-the-art multi-view stereo methods.
Abstract: Objects with thin features and fine details are challenging for most multi-view stereo techniques, since such features occupy small volumes and are usually only visible in a small portion of the available views. In this paper, we present an efficient algorithm to reconstruct intricate objects using densely sampled light fields. At the heart of our technique lies a novel approach to compute per-pixel depth values by exploiting local gradient information in densely sampled light fields. This approach can generate accurate depth values for very thin features, and can be run for each pixel in parallel. We assess the reliability of our depth estimates using a novel two-sided photoconsistency measure, which can capture whether the pixel lies on a texture or a silhouette edge. This information is then used to propagate the depth estimates at high gradient regions to smooth parts of the views efficiently and reliably using edge-aware filtering. In the last step, the per-image depth values and color information are aggregated in 3D space using a voting scheme, allowing the reconstruction of a globally consistent mesh for the object. Our approach can process large video datasets very efficiently and at the same time generates high quality object reconstructions that compare favorably to the results of state-of-the-art multi-view stereo methods.