Higher order surface primitives enable artists to create smooth, complex objects by manipulating only a few control points and allow for the generation of smooth surfaces from a very compact representation. The implementation of higher order primitives on Graphics Processing Units (GPUs) has the potential to significantly reduce the bandwidth requirements across the graphics bus. Unfortunately, the GPU support for higher order primitives is still rudimentary. We present an adaptive, depth-first tessellation algorithm for smooth surfaces. The algorithm takes a set of Bezier control points and tessellates them according to criteria such as screen-space edge length. Other representations, such as subdivision surfaces, can be handled t...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
Bézier surfaces have been widely employed in the designing of complex scenes with high-quality resul...
[Abstract] Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU ...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is com...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
Bézier surfaces have been widely employed in the designing of complex scenes with high-quality resul...
[Abstract] Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU ...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is com...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
Bézier surfaces have been widely employed in the designing of complex scenes with high-quality resul...