This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The technique can be applied to any triangulated 3D mesh with arbitrary topology and connectivity. The functionality relies on geometry shaders that are used to amplify or remove geometry based on precalculated refinement patterns. For each triangle, the instantiated refinement pattern is selected dynamically. Due to limitations of current hardware, on-the-fly pattern instantiation cannot be implemented on the GPU. Instead, the complete refined mesh must be generated through pattern copying. We propose an incremental approach where the refined mesh is generated by using the previous refined mesh as primitive source. This algorithm runs ex...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
Volume graphics attracts our research interest. On one hand, the challenging tasks in cyberspace app...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Figure 1. A 360 ° panorama view generated with dynamic mesh refinement. The frame’s input mesh is hi...
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of tri...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
International audienceMany recent publications have shown that a large variety of computation involv...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
In the paper an algorithm of triangle mesh generation for a full three-dimensional volumetric data i...
We present a method to adaptively refine an irregular triangle mesh as it deforms in real-time. Th...
We present a method to dynamically apply local refinements to an irregular triangle mesh as it defor...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
Volume graphics attracts our research interest. On one hand, the challenging tasks in cyberspace app...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Figure 1. A 360 ° panorama view generated with dynamic mesh refinement. The frame’s input mesh is hi...
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of tri...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
International audienceMany recent publications have shown that a large variety of computation involv...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
In the paper an algorithm of triangle mesh generation for a full three-dimensional volumetric data i...
We present a method to adaptively refine an irregular triangle mesh as it deforms in real-time. Th...
We present a method to dynamically apply local refinements to an irregular triangle mesh as it defor...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
Volume graphics attracts our research interest. On one hand, the challenging tasks in cyberspace app...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...