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		<doi>10.1109/SIBGRAPI.2010.28</doi>
		<citationkey>CelesAbra:2010:TeWiRe</citationkey>
		<title>Texture-based wireframe rendering</title>
		<format>Printed, On-line.</format>
		<year>2010</year>
		<numberoffiles>1</numberoffiles>
		<size>8162 KiB</size>
		<author>Celes, Waldemar,</author>
		<author>Abraham, Frederico,</author>
		<affiliation>Tecgraf - Computer Science Department, PUC-Rio</affiliation>
		<affiliation>Tecgraf - Computer Science Department, PUC-Rio</affiliation>
		<editor>Bellon, Olga,</editor>
		<editor>Esperança, Claudio,</editor>
		<e-mailaddress>celes@inf.puc-rio.br</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 23 (SIBGRAPI)</conferencename>
		<conferencelocation>Gramado, RS, Brazil</conferencelocation>
		<date>30 Aug.-3 Sep. 2010</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<versiontype>finaldraft</versiontype>
		<keywords>wireframe rendering, antialiased lines, mipmapping, geometry shader.</keywords>
		<abstract>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 to existing rendering engines, while resulting in accurate, high-quality, antialiased, and still versatile, wireframe drawing.</abstract>
		<language>en</language>
		<targetfile>texture-based_wireframe_rendering.pdf</targetfile>
		<usergroup>celes@inf.puc-rio.br</usergroup>
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