![]() Real-time deformable terrain rendering with DirectX 11. In I3D’12 Proceedings of the ACM SIGGRAPH symposium on interactive 3D graphics and games (pp. Efficient pixel-accurate rendering of animated curved surfaces. Simplified and tessellated mesh for realtime high quality rendering. In Proceedings of the 2001 symposium on interactive 3D graphics (pp. Scatter Alloc: Massively parallel dynamic memory allocation for the GPU. In SIGGRAPH’98 Proceedings of the 25th annual conference on computer graphics and interactive techniques (pp. Exact evaluation of Catmull–Clark subdivision surfaces at arbitrary parameter values. Computer Graphics Forum, 52(2 suppl 1), S82. Local painting and deformation of meshes on the GPU. Eurographics 2014-State of the Art Reports (pp. State of the art report on real-time rendering with hardware tessellation. Schäfer, H., Niessner, M., Keinert, B., Stamminger, M., Loop, C. In Proceedings of the 19th symposium on interactive 3d graphics and games (pp. Grid-free out-of-core voxelization to sparse voxel octrees on GPU. In Proceedings of the 7th conference on high-performance graphics (pp. NVIDIA’s Next Generation CUDA Compute Architecture. ACM Transactions on Graphics, 31(1), 1–11. Feature-adaptive GPU rendering of Catmull–Clark subdivision surfaces. Efficient evaluation of semi-smooth creases in Catmull–Clark subdivision surfaces. ACM Transactions on Graphics, 27(1), 1–11. Approximating Catmull–Clark subdivision surfaces with bi-cubic patches. ACM Transactions on Graphics, 28(5), 89–97. Approximating subdivision surfaces with gregory patches for hardware tessellation. Approximating Catmull–Clark subdivision surfaces with bicubic patches. Perception subsystem for object recognition and pose estimation in RGB-D images. Journal of Computer-Aided Design & Computer Graphics, 26, 1567–1575. ![]() Mapping driving subdivision surface upon GPU rendering. Improving the parameterization of approximate subdivision surfaces. Feature-preserving displacement mapping with graphics processing unit (GPU) tessellation. Recursively generated B-spline surfaces on arbitrary topological meshes. Natick: A K Peters Ltd.Ĭatmull, E., & Clark, J. Terrain and ocean rendering with hardware tessellation. ![]() With regard to the meshes having a large number of repeated topology feature, our algorithm improves the subdivision time by 17.575% and increases the average frame drawing time by 0.2373 ms compared to the traditional FAS (Feature-adaptive Subdivision), at the same time the model can be reconstructed in a watertight manner.īonaventura, X. There is only one feature region needed to be calculated under Octree primitive, other regions with the same repeated feature generate their own meta-table directly, the reconstruction time is saved greatly for this step. In the meanwhile, the patches is re-encoded in the Octree primitive by using the breadth-first strategy, resulting in a meta-table which allows for real-time reconstruction by GPU hardware tessellation unit. Because of having the same topology structure between Octree primitive and feature region, the Octree feature points can match the arbitrary vertices in feature region more precisely. ![]() An Octree primitive is established in irregular regions where there are the same sharp vertices or creases, this method can find the neighbor geometry information quickly. In this paper, an optimized Feature-adaptive subdivision method is proposed, which is more suitable for reconstructing surfaces with repeated cusps or creases. However, due to the fixed nature of GPU pipeline, many off-line methods that perform well can not meet the on-line requirements. It’s well known that rendering for a large number of triangles with GPU hardware tessellation has made great progress. ![]()
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