Rapid Approximate Silhouette Rendering of Implicit Surfaces




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A lot of work has followed this paper; most of the techniques have been reinvented by quite a lot of people. Our implementation had some nice features, not the least of which was trying to never waste any work: when you shot a ray, it was alwasy tracked out towards the boundary to generate a bit of silhouette, but the places visited were also used for generating marks for shading when appropriate.