• Login
    View Item 
    •   Eurographics DL Home
    • Computer Graphics Forum
    • Volume 34 (2015)
    • 34-Issue 1
    • View Item
    •   Eurographics DL Home
    • Computer Graphics Forum
    • Volume 34 (2015)
    • 34-Issue 1
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Local Painting and Deformation of Meshes on the GPU

    Thumbnail
    View/Open
    v34i1pp026-035.pdf (639.1Kb)
    Date
    2015
    Author
    Schäfer, H.
    Keinert, B.
    Nießner, M.
    Stamminger, M.
    Pay-Per-View via TIB Hannover:

    Try if this item/paper is available.

    Metadata
    Show full item record
    Abstract
    We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifications may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene objects detected by a physics engine. We only allocate GPU memory for the faces affected by these modifications to store fine‐scale colour or displacement values. This requires dynamic GPU memory management in order to assign and adaptively apply edits to individual faces at runtime. We present such a memory management technique based on a scan‐operation that is efficiently parallelizable. Since our approach runs entirely on the GPU, we avoid costly CPU–GPU memory transfer and eliminate typical bandwidth limitations. This minimizes runtime overhead to under a millisecond and makes our method ideally suited to many real‐time applications such as video games and interactive authoring tools. In addition, our algorithm significantly reduces storage requirements and allows for much higher resolution content compared to traditional global texturing approaches. Our technique can be applied to various mesh representations, including Catmull–Clark subdivision surfaces, as well as standard triangle and quad meshes. In this paper, we demonstrate several scenarios for these mesh types where our algorithm enables adaptive mesh refinement, local surface deformations and interactive on‐mesh painting and sculpting.We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifications may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene objects detected by a physics engine. We only allocate GPU memory for the faces affected by these modifications to store fine‐scale color or displacement values.
    BibTeX
    @article {10.1111:cgf.12456,
    journal = {Computer Graphics Forum},
    title = {{Local Painting and Deformation of Meshes on the GPU}},
    author = {Schäfer, H. and Keinert, B. and Nießner, M. and Stamminger, M.},
    year = {2015},
    publisher = {Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.},
    DOI = {10.1111/cgf.12456}
    }
    URI
    http://dx.doi.org/10.1111/cgf.12456
    Collections
    • 34-Issue 1

    Eurographics Association copyright © 2013 - 2022 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA
     

     

    Browse

    All of Eurographics DLCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    BibTeX | TOC

    Create BibTeX Create Table of Contents

    Eurographics Association copyright © 2013 - 2022 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA