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dc.contributor.authorMunkberg, Jacoben_US
dc.contributor.authorHasselgren, Jonen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorDavid Luebke and John Owensen_US
dc.date.accessioned2013-10-28T10:19:25Z
dc.date.available2013-10-28T10:19:25Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905674-09-5en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH08/041-045en_US
dc.description.abstractWe present a technique that modifies the tessellator in current graphics hardware so that the result is a more uniformly distributed tessellation in screen space. For increased flexibility, vertex tessellation weights are introduced. Our results show that the tessellation quality is improved at a moderate cost.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture- Graphic Processors I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Curve, surface, solid, and object representationsen_US
dc.titleNon-Uniform Fractional Tessellationen_US
dc.description.seriesinformationGraphics Hardwareen_US


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