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dc.contributor.authorSchäfer, Henryen_US
dc.contributor.authorKeinert, Benjaminen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorKayvon Fatahalian and Christian Theobalten_US
dc.date.accessioned2016-02-18T11:23:03Z
dc.date.available2016-02-18T11:23:03Z
dc.date.issued2013en_US
dc.identifier.isbn978-1-4503-2135-8en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2492045.2492052en_US
dc.description.abstractWe propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. Adaptive mesh refinement, application of the displacement and all involved memory management happen completely on the GPU. We show various extensions to our approach, such as on-the-fly normal computation and multi-resolution editing. In typical game scenes we perform local deformations at arbitrary positions in far less than one millisecond. This makes the method particularly suited for games and interactive sculpting applications.en_US
dc.publisherACMen_US
dc.subjectCR Categoriesen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modellingen_US
dc.subjectCurveen_US
dc.subjectsurfaceen_US
dc.subjectsolid and object representationsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowing and textureen_US
dc.subjectKeywordsen_US
dc.subjectrealen_US
dc.subjecttime renderingen_US
dc.subjecthardware tessellationen_US
dc.subjectdisplacement mappingen_US
dc.subjectGPU memory managementen_US
dc.titleReal-time Local Displacement using Dynamic GPU Memory Managementen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersFast Interactive Systemsen_US
dc.identifier.doi10.1145/2492045.2492052en_US
dc.identifier.pages63-72en_US


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