Fast GPU-based Adaptive Tessellation with CUDA

Compact surface descriptions like higher‐order surfaces are popular representations for both modeling and animation. However, for fast graphics‐hardware‐assisted rendering, they usually need to be converted to triangle meshes. In this paper, we introduce a new framework for performing on‐the‐fly cra...

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Vydané v:Computer graphics forum Ročník 28; číslo 2; s. 365 - 374
Hlavní autori: Schwarz, Michael, Stamminger, Marc
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: Oxford, UK Blackwell Publishing Ltd 01.04.2009
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ISSN:0167-7055, 1467-8659
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Shrnutí:Compact surface descriptions like higher‐order surfaces are popular representations for both modeling and animation. However, for fast graphics‐hardware‐assisted rendering, they usually need to be converted to triangle meshes. In this paper, we introduce a new framework for performing on‐the‐fly crack‐free adaptive tessellation of surface primitives completely on the GPU. Utilizing CUDA and its flexible memory write capabilities, we parallelize the tessellation task at the level of single surface primitives. 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. We demonstrate the power of our framework by exemplarily applying it to both bicubic rational Bézier patches and PN triangles.
Bibliografia:ark:/67375/WNG-TCZBMSTJ-S
ArticleID:CGF1376
istex:46CE6B16F26357985A16A72CD4E4302B3DB55C68
SourceType-Scholarly Journals-1
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ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2009.01376.x