dc.contributor.author | Patney, Anjul | en_US |
dc.contributor.author | Ebeida, Mohamed S. | en_US |
dc.contributor.author | Owens, John D. | en_US |
dc.contributor.editor | David Luebke and Philipp Slusallek | en_US |
dc.date.accessioned | 2013-10-29T15:48:17Z | |
dc.date.available | 2013-10-29T15:48:17Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.isbn | 978-1-60558-603-8 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1145/1572769.1572785 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.title | Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces | en_US |
dc.description.seriesinformation | High-Performance Graphics | en_US |