I've been trying to render silhouettes on CAD models with webgl. The closest i got to the desired result was with fwidth
and a dot between the normal and the eye vector. I found it difficult to control the width though.
I saw another web based viewer and it's capable of doing something like this:
I started digging through the shaders, and the most i could figure out is that this is analytical - an actual line entity is drawn and that the width is achieved by rendering a quad instead of default webgl lines. There is a bunch of logic in the shader and my best guess is that the vertex positions are simply updated on every render. This is a procedural model, so i guess that for cones and cylinders, two lines can always be allocated, silhouette points computed, and the lines updated.
If that is the case, would it be a good idea to try and do something like this in the shader (maybe it's already happening and i didn't understand it). I can see a cylinder being written to attributes or uniforms and the points computed.
Is there an approach like this already documented somewhere?
edit 8/15/17
I have not found any papers or documented techniques about this. But it got a couple of votes.
Given that i do have information about cylinders and cones, my idea is to sample the normal of that parametric surface from the vertex, push the surface out by some factor that would cover some amount of pixels in screen space, stencil it, and draw a thick line thus clipping it with the actual shape of the surface.