Silhouettes have many applications in computer graphics such as
non-photorealistic edge rendering, fur rendering, shadow volume creation,
and anti-aliasing. The number of edges,
s, in the silhouette of a
model observed from a point is therefore useful in analyzing such
algorithms.
This paper examines, from a theoretical viewpoint, a menagerie of objects
with interesting silhouettes (including those with minimal and maximal
silhouettes). It shows that the relationship between and s and the number
of triangles in a model, f, is bounded above by s =
O(f) and below by s = Ω(1), and that the
expected value of s over all observation points at infinity is proportional
to the sum of the dihedral angles.
In practice, the models used with silhouette-based rendering algorithms are
triangle meshes that are manually constructed or result from scans of
human-made objects. They consist of only surface geometry with few cracks;
there is no internal detail like the engine under a car's hood. Geometric
and aesthetic constraints on these models appear to create an inherent
relationship between f and s. Measurements of the actual
silhouettes of real-world 3D models with polygon counts varied across six
orders of magnitude show them to follow the relationship
s ~ f 0.8. Furthermore, the expected value of s at
infinity is a good approximation of the expected silhouette size for a
viewer at a finite location.