In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive memory usage. The models consist of regularly sampled rectangular patches that are subdivided hierarchically by a programmable shader in order to create different levels of resolution. The approach is inherently parallel and lends itself to an implementation on vector processor-like parallel architectures. We demonstrate this property by an implementation on programmable graphics hardware. This implementation shows a substantial performance benefit over a CPU-based implementation by up to more t...
Hardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with...
We describe a method for exploiting commodity 3D graphics hard-ware in order to achieve hardware-acc...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
In this work we propose a parallel graphics pipeline for real-time interactive editing, processing a...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
[[abstract]]We present e#cient parallel algorithms for interactive display of higher order surfaces ...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
The Mandelbrot set is a well-known fractal with mathematical propertiesthat can be exploited to crea...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
Three dimensional (3D) graphics applications have become very important workloads running on today’s...
We describe a method for exploiting commodity 3D graphics hardware in order to achieve hardware-acce...
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the s...
To design objects or entire scenes in real time with free-form surfaces makes a shifting process to ...
Hardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with...
We describe a method for exploiting commodity 3D graphics hard-ware in order to achieve hardware-acc...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
In this work we propose a parallel graphics pipeline for real-time interactive editing, processing a...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
[[abstract]]We present e#cient parallel algorithms for interactive display of higher order surfaces ...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
The Mandelbrot set is a well-known fractal with mathematical propertiesthat can be exploited to crea...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
Three dimensional (3D) graphics applications have become very important workloads running on today’s...
We describe a method for exploiting commodity 3D graphics hardware in order to achieve hardware-acce...
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the s...
To design objects or entire scenes in real time with free-form surfaces makes a shifting process to ...
Hardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with...
We describe a method for exploiting commodity 3D graphics hard-ware in order to achieve hardware-acc...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...