Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is commonly performed by tessellation. In order to generate less triangles for high quality surfaces, adaptive tessellation algorithms are better. The geometric tests used by these algorithms per- form vector computations of high latency that decreases the performance of the algorithm. We propose an adaptive tessellation algorithm that avoids vector computations for tests, replacing them with scalar computations. This way, latency of tests is reduced and therefore, performance improved
http://www.springerlink.com/The presentation of Bézier surfaces affects the results of rendering and...
Displacement mapping is ideal for modern GPUs since it enables high-frequency geometric surface deta...
A new efficient algorithm for the computation of z=constant level curves of surfaces z=f (x, y) is p...
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is com...
[Abstract] Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU ...
NURBS surfaces are widely used in computer graphics, due to their great accuracy of design and reduc...
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of tri...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Abstract A scheme for delayed tesselation of Catmull/Clark surfaces is described where only changes ...
Mirroring objects play an important role in the rendering of every-day scenes, as they aid in the re...
Bézier surfaces have been widely employed in the designing of complex scenes with high-quality resul...
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These...
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
http://www.springerlink.com/The presentation of Bézier surfaces affects the results of rendering and...
Displacement mapping is ideal for modern GPUs since it enables high-frequency geometric surface deta...
A new efficient algorithm for the computation of z=constant level curves of surfaces z=f (x, y) is p...
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is com...
[Abstract] Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU ...
NURBS surfaces are widely used in computer graphics, due to their great accuracy of design and reduc...
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of tri...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Abstract A scheme for delayed tesselation of Catmull/Clark surfaces is described where only changes ...
Mirroring objects play an important role in the rendering of every-day scenes, as they aid in the re...
Bézier surfaces have been widely employed in the designing of complex scenes with high-quality resul...
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These...
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
http://www.springerlink.com/The presentation of Bézier surfaces affects the results of rendering and...
Displacement mapping is ideal for modern GPUs since it enables high-frequency geometric surface deta...
A new efficient algorithm for the computation of z=constant level curves of surfaces z=f (x, y) is p...