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Approximating subdivision surfaces with Gregory patches for hardware tessellation
2009
ACM Transactions on Graphics
Abstract We present a new method for approximating subdivision surfaces with hardware accelerated parametric patches. ...
Our method improves the memory bandwidth requirements for patch control points, translating into superior performance compared to existing methods. ...
We also acknowledge Denis Kovacs for his early contributions in extending this work to triangular patches. ...
doi:10.1145/1618452.1618497
fatcat:zckvthfj6rauzb62m7dk6jbbg4
Approximating subdivision surfaces with Gregory patches for hardware tessellation
2009
ACM SIGGRAPH Asia 2009 papers on - SIGGRAPH Asia '09
Abstract We present a new method for approximating subdivision surfaces with hardware accelerated parametric patches. ...
Our method improves the memory bandwidth requirements for patch control points, translating into superior performance compared to existing methods. ...
We also acknowledge Denis Kovacs for his early contributions in extending this work to triangular patches. ...
doi:10.1145/1661412.1618497
fatcat:mq545sljnnhs5mbs4i3g4oyhqi
Real-time creased approximate subdivision surfaces
2009
Proceedings of the 2009 symposium on Interactive 3D graphics and games - I3D '09
Abstract We present an extension of recently developed Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners which are essential for most applications. ...
Introduction Catmull-Clark subdivision surfaces are the dominant higher-order surface type used in feature films, particularly in the area of character modeling [Catmull and Clark 1978] [DeRose et ...
As a result, the real-time graphics community has become very interested in using Catmull-Clark subdivision surfaces and their approximations. ...
doi:10.1145/1507149.1507174
dblp:conf/si3d/KovacsMDZ09
fatcat:dukxfx475beubjvukgriwvfpb4
Parallel smoothing of quad meshes
2009
The Visual Computer
The surface has well-defined normals everywhere and closely mimics the shape of Catmull-Clark subdivision surfaces. ...
For use in real-time applications, we present a fast algorithm for converting a quad mesh to a smooth, piecewise polynomial surface on the Graphics Processing Unit (GPU). ...
In more detail, Shiue [19] implements recursive Catmull-Clark subdivision using several passes via the pixel shader, using textures for storage and spiral-enumerated mesh fragments. ...
doi:10.1007/s00371-009-0365-x
fatcat:mjhxninyjff6xpg34fgzjrmnuq
A realtime GPU subdivision kernel
2005
ACM Transactions on Graphics
The approach is easily adapted to other refinement patterns, such as Loop, Doo-Sabin or √ 3 and it allows for postprocessing with additional shaders. ...
Figure 1 : Catmull-Clark surfaces fully reevaluated (40 patches, depth 5) at 21 fps on an ATi 9700 mobile graphics chip. ...
Acknowledgements We thank Vineet Goel, Mark Segal, Eric Xiaobin Wu and Minho Kim for their valuable comments. The work was supported by NSF Grants DMI-0400214 and CCF-0430891. ...
doi:10.1145/1073204.1073304
fatcat:tndkzlogpfgqfai5vt32zkfhbu
A realtime GPU subdivision kernel
2005
ACM SIGGRAPH 2005 Papers on - SIGGRAPH '05
The approach is easily adapted to other refinement patterns, such as Loop, Doo-Sabin or √ 3 and it allows for postprocessing with additional shaders. ...
Figure 1 : Catmull-Clark surfaces fully reevaluated (40 patches, depth 5) at 21 fps on an ATi 9700 mobile graphics chip. ...
Acknowledgements We thank Vineet Goel, Mark Segal, Eric Xiaobin Wu and Minho Kim for their valuable comments. The work was supported by NSF Grants DMI-0400214 and CCF-0430891. ...
doi:10.1145/1186822.1073304
fatcat:b4bmjy2mmfdjlmmegr4p5evz5m
Approximating Catmull-Clark subdivision surfaces with bicubic patches
2008
ACM Transactions on Graphics
We present a simple and computationally efficient algorithm for approximating Catmull-Clark subdivision surfaces using a minimal set of bicubic patches. ...
The geometry patches approximate the shape and silhouette of the Catmull-Clark surface and are smooth everywhere except along patch edges containing an extraordinary vertex where the patches are C 0 . ...
Acknowledgements We would like to thank Peter-Pike Sloan, David Blythe and Henry Morton for many helpful discussions and insights as well as Bay Raitt for the models of the "monster frog" and "big guy" ...
doi:10.1145/1330511.1330519
fatcat:rn544hyrtrdljjc2zl2akfvimi
GPU smoothing of quad meshes
2008
2008 IEEE International Conference on Shape Modeling and Applications
The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. ...
We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. ...
INTRODUCTION AND CONTRIBUTION Due to the popularity of Catmull-Clark subdivision [3] , quadmeshes are common in modeling for animation. ...
doi:10.1109/smi.2008.4547938
dblp:conf/smi/NiYMGP08
fatcat:ke2vt5y2p5ad7btitsu6vnzu7m
Recursive tessellation
2013
SIGGRAPH Asia 2013 Posters on - SA '13
This work was supported by the Basic Science, Midcareer, and Global Frontier (on Human-centered Interaction for Coexistence) R&D programs through NRF grants funded by the Korea Government (MSIP) (Nos. ...
The tessellation shaders allow us to subdivide a coarse input patch to tiny primitives with subdivision schemes such as Loop subdivision [Loop 1987 ], Catmull-Clark subdivision [Catmull and Clark 1978 ...
The tessellated geometries represent smoother surfaces, but also their details can be enhanced with displacement mapping for onthe-fly surface elevation. ...
doi:10.1145/2542302.2542322
dblp:conf/siggraph/LeeJL13
fatcat:waevecrpivfl5a34wjit44gcya
Multiresolution GPU Mesh Painting
[article]
2006
Eurographics State of the Art Reports
Our method can handle arbitrary input meshes, which are considered as base meshes for Catmull-Clark subdivision. ...
Representing the surface by an atlas of geometry images and exploiting programmable vertex and fragment shaders allows for highly efficient LoD rendering and surface manipulation. ...
The normal vectors at each vertex are re-computed as the normals of the limit surface of the Catmull-Clark subdivision process. 6. ...
doi:10.2312/egs.20061018
fatcat:kemr4qjrn5ewleouh3bykzsba4
Analysis and Implementation of Local Subdivision Algorithms in the GPU
2011
2011 Brazilian Symposium on Games and Digital Entertainment
In this paper we provide a detailed implementation of two local subdivision algorithms -PN-Triangles and Phong Tessellation -using the new Tessellator pipeline. ...
Acknowledgment The authors would like to thank CNPq, CAPES, FAPERJ, Tecgraf, ICAD/VisionLab and Petrobras for the financing support. ...
Introduction The subdivision surfaces area is a field that gained attention since 1978 when E. Catmull e J. Clark proposed one of the best works in the area [Catmull and Clark 1978] . ...
doi:10.1109/sbgames.2011.40
dblp:conf/sbgames/NunesBVRF11
fatcat:f5g3mp23vjhzjkr5x4qnobe4uy
State of the Art Report on Real-time Rendering with Hardware Tessellation
[article]
2014
Eurographics State of the Art Reports
Therefore, widely used techniques that generate geometry at render time on demand for the rendering of smooth and displaced surfaces were not applicable to interactive applications. ...
For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible shading. ...
One of the advantages of approximating Catmull-Clark subdivision surfaces for hardware tessellation is that many authoring tools already exist for creating Catmull-Clark control cages for off-line applications ...
doi:10.2312/egst.20141037
fatcat:5tahtayzszd3fletv4yk3rnh2i
Real-Time Rendering Techniques with Hardware Tessellation
2015
Computer graphics forum (Print)
For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or ...
displaced geometry to the GPU at render time. ...
Catmull-Clark Subdivision Surfaces Catmull-Clark subdivision [CC78] is a generalization of bicubic B-spline subdivision to irregular control meshes. ...
doi:10.1111/cgf.12714
fatcat:irw6sucit5ctdhb6ygj4jqvmlq
Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces
2012
ACM Transactions on Graphics
and Charles Loop Microsoft Research and Mark Meyer and Tony DeRose Pixar Animation Studios We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surfaces. ...
Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces ...
ACKNOWLEDGMENTS We thank Bay Raitt of Valve Software for the BigGuy and Monster-Frog models, and we thank Keith Klohn for the sand field example. ...
doi:10.1145/2077341.2077347
fatcat:be5wpe62bjfgfi6ea7bpxxmqne
GPU conversion of quad meshes to smooth surfaces
2008
Proceedings of the 2008 ACM symposium on Solid and physical modeling - SPM '08
At the other end, the geometry shader is unused in the second pass. We are currently exploring its use for intersection testing and finite element computations. ...
Here, deformation of vertices with many dependencies should be confined to a separate pass for synchronization and to avoid re-computation. ...
The p-rep interpolates the central limit point of Catmull-Clark subdivision for the 1-ring. ...
doi:10.1145/1364901.1364946
dblp:conf/sma/MylesYP08
fatcat:wbtuovj3vzfbdpcpnzsndvnbby
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