After squashing a rather nasty bug this morning (GLSL shader memory alloc is tricky), I made some renders to demonstrate the algorithm.
The algorithm is an object-space algorithm. This has some implications: Operations are performed with direct vertex info. No intermediate rendering+signal filtering is done. Rendering it on the GPU makes it hard to control line width. This is the main disadvantage in using this algorithm over a CPU-implemented one. The main advantage is – of course – significant speedup in rendering.
The current version computes info for all vertices. I think I can speed things up a bit more by adding some additional tests in the vertex shader, which could signal the fragment shader that the fragment is unlikely to have contours. Whether or not the additional overhead of these tests is worth it, we’ll see. Pretty images behind the cut.
Because my current Suggestive Contours/Suggestive Highlights implementation is written using OpenGL calls for rendering, it was best to start work on the vertex/fragment shaders for a GPU implementation in the OpenGL shading language (GLSL). This would reduce OS/Platform dependency too. Another option was using Nvidia’s Cg, which claims to be compatible with an OpenGL renderer too, but documentation about this was scarce Continue reading »

