In this paper, we present a novel view-dependent rendering approach for large polygonal models. In an offline stage, the input model is simplified to reach a light coarse representation. Each simplified face is then assigned a displacement map, which resembles the geometry of the corresponding patch on the input model. At runtime, the coarse representation is transmitted to the graphics hardware at each frame. Within the graphics hardware, the GPU subdivides each face with respect to the viewparameters, and adds fine details using the assigned displacement map. Initial results show that our implementation achieves quality images at high frame rates
Figure 1: Rendering of the Frog model (left), using feature-adaptive subdivision [Nießner et al. 201...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
Feature modeling on subdivision surfaces remains a challenging task for interactive 3D design. This ...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
We present an algorithm for interactive deformation of subdivision surfaces, including displaced sub...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Figure 1: Rendering of the Frog model (left), using feature-adaptive subdivision [Nießner et al. 201...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
Feature modeling on subdivision surfaces remains a challenging task for interactive 3D design. This ...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
We present an algorithm for interactive deformation of subdivision surfaces, including displaced sub...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Figure 1: Rendering of the Frog model (left), using feature-adaptive subdivision [Nießner et al. 201...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...