Filters








245 Hits in 3.8 sec

Effective Back-Patch Culling for Hardware Tessellation [article]

Charles Loop, Matthias Nießner, Christian Eisenacher
2011 International Symposium on Vision, Modeling, and Visualization  
When rendering objects with hardware tessellation, back-facing patches should be culled as early as possible to avoid unnecessary surface evaluations, and setup costs for the tessellator and rasterizer  ...  For dynamic objects the popular cone-of-normals approach is usually approximated using tangent and bitangent cones. This is faster to compute, but less effective.  ...  Acknowledgments We thank Bay Raitt of Valve Software for the BigGuy and MonsterFrog models. The Killeroo model is courtesy of Headus (metamorphosis) Pty Ltd (available at http://www.headus.com).  ... 
doi:10.2312/pe/vmv/vmv11/263-268 dblp:conf/vmv/LoopNE11 fatcat:jr7exgzskfftxb7mumzhlzksnm

State of the Art Report on Real-time Rendering with Hardware Tessellation [article]

H. Schäfer, M. Nießner, B. Keinert, M. Stamminger, C. Loop
2014 Eurographics State of the Art Reports  
GPU hardware tessellation enables the generation of smooth parametric surfaces or application of displacement mapping in real-time applications.  ...  As a result of recent advances in graphics hardware, in particular the GPU tessellation unit's ability to overcome this limitation, complex geometry can now be generated within the GPU's rendering pipeline  ...  In order to obtain a meaningful metric for the effectiveness of back-patch culling, the number of culled patches is determined for 10K random views.  ... 
doi:10.2312/egst.20141037 fatcat:5tahtayzszd3fletv4yk3rnh2i

Real-Time Rendering Techniques with Hardware Tessellation

M. Nießner, B. Keinert, M. Fisher, M. Stamminger, C. Loop, H. Schäfer
2015 Computer graphics forum (Print)  
As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU's rendering pipeline.  ...  Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading.  ...  Hardware vendors are currently working on tessellation support in next-generation mobile graphics processors [Nvi13], [Qua13] .  ... 
doi:10.1111/cgf.12714 fatcat:irw6sucit5ctdhb6ygj4jqvmlq

Real-Time Deformation of Subdivision Surfaces from Object Collisions [article]

Henry Schäfer, Benjamin Keinert, Matthias Nießner, Christoph Buchenau, Michael Guthe, Marc Stamminger
2014 High Performance Graphics  
Surfaces are rendered with the hardware tessellation unit, allowing for adaptively-rendered, high-frequency surface detail.  ...  We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function.  ...  Our approach combines methods for fast voxelization, efficient patch culling, ray casting, and hardware tessellation such that no costly GPU-CPU memory transfers are necessary.  ... 
doi:10.2312/hpg.20141097 fatcat:5m2xlrbo7jf23bjijkvgg54kdi

A Lazy Object-Space Shading Architecture With Decoupled Sampling [article]

Christopher A. Burns, Kayvon Fatahalian, William R. Mark
2010 High Performance Graphics  
Our system samples shading of surface sub-patches uniformly in the object's parametric domain, but the location of shading samples need not correspond with the location of mesh vertices.  ...  We also especially thank Solomon Boulos, Pat Hanrahan and the Stanford Graphics Lab for advise and for providing access to crucial source code and test scenes.  ...  Tess (Split/Dice) Surface Evaluation Surface Shader Rast Back- face Cull Z-Max Cull Grid Curved Surface Sample Test Efficiency v.  ... 
doi:10.2312/eggh/hpg10/019-028 fatcat:via7nxksqvaabmwsx2sutawsfe

Real-time view-dependent rendering of parametric surfaces

Christian Eisenacher, Quirin Meyer, Charles Loop
2009 Proceedings of the 2009 symposium on Interactive 3D graphics and games - I3D '09  
Abstract We propose a view-dependent adaptive subdivision algorithm for rendering parametric surfaces on parallel hardware.  ...  We naturally assign more primitives to curved areas while keeping quads large for flatter parts of the model and avoid cracks resulting from the polygonal approximation of nonuniform patch subdivision.  ...  of parallel hardware.  ... 
doi:10.1145/1507149.1507172 dblp:conf/si3d/EisenacherML09 fatcat:tawexmuh7rah3dmvaibsg3zcwy

Adaptive tesselation of subdivision surfaces

Volker Settgast, Kerstin Müller, Christoph Fünfzig, Dieter Fellner
2004 Computers & graphics  
Without modifying the base mesh, the method works patchwise and tesselates each patch recursively using a new data structure, called slate.  ...  For a variety of reasons subdivision surfaces have developed into a prominent member of the family of freeform shapes.  ...  Results To show the effect of the backface culling heuristic, we use another camera and have a look at the back parts (see Fig. 8 ).  ... 
doi:10.1016/j.cag.2003.10.006 fatcat:4d5nlgxf7zdrjexj2upohmuyoe

Efficient Culling Techniques for Interactive Deformable NURBS Surfaces on GPU

Raquel Concheiro, Margarita Amor, Emilio J. Padrón, Michael Doggett
2016 Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications  
Furthermore, an effective interactive manipulation implies that all the culling computations should be performed for each frame, facing the possibility of fast changes in occlusion information.  ...  Furthermore, the culling overhead for our proposals is small compared to the computational saving, outperforming a proposal without culling.  ...  Both Back-Patch Culling methods are based on the potentially visible set (PVS) and independently applied to each KSQuad, so different KSQuads of a NURBS can be culled out, whereas other ones are rendered  ... 
doi:10.5220/0005677200150025 dblp:conf/grapp/ConcheiroAPD16 fatcat:p4idfrniunhwxlkdetfpkcwhea

Fast GPU-based Adaptive Tessellation with CUDA

Michael Schwarz, Marc Stamminger
2009 Computer graphics forum (Print)  
However, for fast graphics-hardware-assisted rendering, they usually need to be converted to triangle meshes.  ...  We are hence able to derive tessellation factors, perform surface evaluation as well as generate the tessellation topology in real-time even for large collections of primitives.  ...  It is also possible to perform view-frustum or back-face culling at this stage if patches serve as elements. Affected patches can be flagged by setting their tessellation factors to zero.  ... 
doi:10.1111/j.1467-8659.2009.01376.x fatcat:xziiwqhrb5aa7njqs453bjbdcu

Parallel Reyes-style adaptive subdivision with bounded memory usage

Thomas Weber, Michael Wimmer, John D. Owens
2015 Proceedings of the 19th Symposium on Interactive 3D Graphics and Games - i3D '15  
Recent advances in graphics hardware have made it a desirable goal to implement the Reyes algorithm on current graphics cards.  ...  Abstract Recent advances in graphics hardware have made it a desirable goal to implement the Reyes algorithm on current graphics cards.  ...  Acknowledgments We'd like to thank Anjul Patney, Stanley Tzeng, Julian Fong, and Tim Foley for their valuable input.  ... 
doi:10.1145/2699276.2699289 dblp:conf/si3d/WeberWO15 fatcat:5cxgj5oaevhoxorrp5ed4uulwu

Crack-free rendering of dynamically tesselated B-rep models

Frédéric Claux, Loïc Barthe, David Vanderhaeghe, Jean-Pierre Jessel, Mathias Paulin
2014 Computer graphics forum (Print)  
Integration of our work with existing tesselation-based rendering engines is straightforward.  ...  Our rendering method is based on dynamic surface evaluation using both tesselation and ray-casting, and direct GPU surface trimming.  ...  Thanks We would like to thank Datakit for having given us a developer license for their CATIA V5 file reading library.  ... 
doi:10.1111/cgf.12308 fatcat:bcs2wz6ry5grbhchpqd5kk3cdq

Real-Time GPU Silhouette Refinement using Adaptively Blended Bézier Patches

C. Dyken, M. Reimers, J. Seland
2008 Computer graphics forum (Print)  
We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail.  ...  We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using GPUs (Graphical Processing Units).  ...  Acknowledgments We would like to thank Gernot Ziegler for introducing us to the histogram pyramid algorithm.  ... 
doi:10.1111/j.1467-8659.2007.01030.x fatcat:suu6ywbi2jablk5dqt5mcg4g5m

Accelerated walkthrough of large spline models

Subodh Kumar, Dinesh Manocha, Hansong Zhang, Kenneth E. Hoff
1997 Proceedings of the 1997 symposium on Interactive 3D graphics - SI3D '97  
In this paper, we present algorithms for interactive w alkthrough of complex NURBS models composed of tens of thousands of patches on current graphics systems.  ...  We also propose a system pipeline for parallel implementation on multi-processor con gurations. Di erent components, such as visibility and dynamic tessellation, are divided into independent threads.  ...  Acknowledgements We thank Lifeng Wang and the modeling group at University of British Columbia and XingXing Graphics Co. for providing the NURBS model of the Yuan Ming garden.  ... 
doi:10.1145/253284.253313 dblp:conf/si3d/KumarMZH97 fatcat:2l3qjhzrobap7csgbndtxgfzza

Multiresolution Visualization of Massive Models on a Large Spatial 3D Display [article]

Fabio Bettio, Enrico Gobbetti, Giovanni Pintore, Fabio Marton
2007 Eurographics Symposium on Parallel Graphics and Visualization  
The efficiency of this approach is demonstrated by an application supporting interactive manipulation of colored highly tessellated models on a large (1.6x0.9 meters) 50Mpixel display that allows for a  ...  The authors are grateful to all the Holografika team for the design and implementation of display hardware and low-level software.  ...  Since all back-end nodes receive the same list of patches to be rendered, a multicast protocol can be effectively used to further reduce network load.  ... 
doi:10.2312/egpgv/egpgv07/013-020 fatcat:yzwvtumsirgg5ekeovha4rbjpa

Subdivision Surface Tesselation on the Fly using a versatile Mesh Data Structure

Kerstin Müller, Sven Havemann
2000 Computer graphics forum (Print)  
In this paper, we present a realization of tesselation-on-the-fly for Loop subdivision surfaces as part of a framework for interactive visualization.  ...  But with larger control meshes, efficient adaptive rendering techniques are indispensable for interactive visualization and shape modeling.  ...  The right picture shows the effect of the backface culling heuristic. The object is rotated to show missing triangle pairs at the back.  ... 
doi:10.1111/1467-8659.00407 fatcat:xybxu44rrfe7lh4hgshafg4t6u
« Previous Showing results 1 — 15 out of 245 results