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dc.contributor.authorPatney, Anjulen_US
dc.contributor.authorEbeida, Mohamed S.en_US
dc.contributor.authorOwens, John D.en_US
dc.contributor.editorDavid Luebke and Philipp Slusalleken_US
dc.date.accessioned2013-10-29T15:48:17Z
dc.date.available2013-10-29T15:48:17Z
dc.date.issued2009en_US
dc.identifier.isbn978-1-60558-603-8en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/1572769.1572785en_US
dc.description.abstractWe present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, which up to this point has only been applied to parametric patches. While mesh representations designed for a CPU often involve pointer-based structures and irregular perelement storage, neither of these is well-suited to GPU execution. To solve this problem, we use a simple yet effective data structure for representing a subdivision mesh, and design a careful algorithm to update the mesh in a completely parallel manner. We demonstrate that in spite of the complexities of the subdivision procedure, real-time tessellation to pixel-sized primitives can be done. Our implementation does not rely on any approximation of the limit surface, and avoids both subdivision cracks and T-junctions in the subdivided mesh. Using the approach in this paper, we are able to perform real-time subdivision for several static as well as animated models. Rendering performance is scalable for increasingly complex models.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleParallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfacesen_US
dc.description.seriesinformationHigh-Performance Graphicsen_US


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