Fast and versatile texture-based wireframe rendering
This paper revisits the problem of wireframe rendering, which, at first, appears to be an easily solved problem. However, the conventional solution is inefficient and does not result in high-quality images. Recently, graphics hardware programming has been employed to achieve high-quality solid line rendering. In this paper, we present a simpler and faster technique for wireframe rendering based on texture mapping. Our technique does not require (but can benefit from) graphics hardware programming and thus can be easily integrated into existing rendering engines, while resulting in fast, accurate, high-quality, anti-aliased, and still versatile, wireframe drawing. For topologically structured meshes, our approach allows the rendering of wireframe decoupled from the underlying mesh, making possible the rendering of original wireframes on top of decimated meshes.
wireframe rendering anti-aliased lines mipmapping geometry shader