Using only these points, however, the renderer does not have enough
information to decide the
location of the original discontinuities. You see
here three examples of the many different discontinuities
that would have yielded the silhouette points shown.
None of them match the discontinuities of our original texture.
The problem is that the current silhouette map structure stores only the position of the potential discontinuities, but does not indicate which of them are actual discontinuities or not.