#Does anyone know what outline algorithm produces outlines of EXACTLY 1px?

1 messages · Page 1 of 1 (latest)

whole cave
#

So far I've tried robert's cross, laplacian, sobel, but all of them seem to at minimum do pixel borders of 2px
There are lots of good edge detection algorithm pages online, but for some reason they keep producing 2px+ borders, so I am also starting to wonder if some part of my code is wrong and its not the detection itself at fault

I've attached my code for the various edge detection attempts that haven't worked.

supple loom
#

Unrelatedly I know Bresenham's line algorithm makes pixel perfect lines, but don't know if it can be used in screen space or just with plotting coordinates

#

Or if those are even technically different really

whole cave
#

On my end I have made some progress

#

each hurdle overcome introduces new issues to solve UnityChanThink

#

right now my latest problem is this
When geometry intersects, the 'Highlight' edge detection is detecting a discontinunity between the normals of the mesh and the terrain, and highlighting it

#

What's true on the cube face's normals to highlight is ALSO true where the pill intersects the terrain

#

Which is undesirable

#

I know this can be solved however because in t3ssel8r pixel shader, they don't have this issue

#

I'm wracking my brain to figure out how they solved it though, what data can be used to filter out the intersecting edge only UnityChanThink

#

I think the sollution has something to do with concavity/convexity perhaps?

#

this guy has dark lower edges, he mentions using a form of AO to achieve it UnityChanThink

#

I just remembered I have a screen space concavity shader that imeplements blender's concave look

#

it does dark lower edges, Ill see if I can exact its intersection logic

#

oh geez the codebase for this SSCC is pretty beefy

#

I might have to ask for help, will take a crack at it for now