   Fast Silhouettes
  Comments for the article Fast Silhouettes
  Some screenshots would have been good...   ;  Enrico: I apologize, I thought the demo would have illustrated the effect better since it is in motion rather than the screenshots.  What was your opinion of the article overall?To those who are interested, I will be posting my pre-processor code in my journal.  It is written in my engine, but it should be easy enough to follow to get the idea of how to generate the mesh.It should be posted in the next couple of days.   ;  Hey Jason,great article!! Very easy to understand and great technique.- Wolf   ;  Hi Wolf, thanks for the feedback.  If you ever need someone to write an article or two for your 'series' just let me know!I posted the pre-processor code to my journal if anyone is interested.  Any additional feedback is always welcome!   ;  thanks alot for putting up the pre-processing code!now I can finally implement this myself :DVery good article! Even though the pre-processing code would've been nice if it was included on how you did. However since you've put it up in your journal, everything has become so much more easier to try to implement by myself.I hope you will post more interesting articles here on gamedev!// Thanx, Elrinth   ;  oh well I didn't succeed within the timelimit to finish it.Somewhere something went wrong. my meshes didn't get rendered at all in the end. so the vertices/indices got puhcked up along the way somewhere. :(I did exactly like you did. Tho in JAVA ;)   ;  Good article, you explain the algorithm well.However, I'd like to point out that the technique was first published in 2004 (check out the link for more details).http://graphics.cs.brown.edu/games/FeatureEdges/index.htmlYou might want to mention that you were unaware of their work and came to the same conclusions independently, especially if this work is part of a uni project or thesis.I implemented this algorithm as part of my thesis a few years ago and found that the edge mesh uses loads of memory. If you just want basic silhouettes and don't really care what they look like use line primitives rather than triangle meshes and cull non-silhouette edges by moving them infront/beyond the near/far clipping planes.   ;  I have to admit that I did not know that this paper was already written - I wish I had so that I wouldn't have tried to reinvent the wheel.  However, the rendering portion of the algorithm is significantly different than mine.  Your paper uses the stencil buffer, while I use alpha testing.  I suppose that they could easily be interchanged, but they are different nonetheless.I will have a note added to the article pointing to this paper as you suggested.  This article is not for a university or anything like that, I was simply sharing an algorithm that I had worked on for a few weeks.  Thank you for your compliment on the article!   ;  The one part i'm having trouble with is how to get the tangent to send to the shader, ie not the sending part i'm having trouble with but rather i'm not sure how to determine the tangent (i'm guessing i have to do a dual pass and collect the normal of the next edge but how do i determine whether its the one intersecting with the last one?), could i get some help on this matter please, email: dmandgames@gmail.com.[Edited by - dmandn on February 2, 2008 10:17:12 PM]