Currently, a very naiive implementation of fake outlines is used for the cuboids in the WebGL scene, only based on individual faces' UV coordinates. This leads to visible artefacts in the rendering, including:
(a) Non-consistent line widths on non-uniformly sized objects
(b) A lack of outlines when objects intersect
If we decide to stick to NPR (non-photorealistic rendering), implement proper outlines, e.g., based on normal and depth G-Buffers and their respective querying in a lightweight post-processing pass.
Currently, a very naiive implementation of fake outlines is used for the cuboids in the WebGL scene, only based on individual faces' UV coordinates. This leads to visible artefacts in the rendering, including:
(a) Non-consistent line widths on non-uniformly sized objects (b) A lack of outlines when objects intersect
If we decide to stick to NPR (non-photorealistic rendering), implement proper outlines, e.g., based on normal and depth G-Buffers and their respective querying in a lightweight post-processing pass.