In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of triangular meshes on the graphics processing unit (GPU). Tessellation is performed according to a local test to generate primitives dynamically. The refinement procedure does not require the pre-computation of any refinement pattern. The resulting adaptive procedure is efficient and simple, and generates the tessellation pattern of each triangle dynamically. The non-recursive strategy simplifies mesh reconstruction, avoids irregular memory access patterns and uses a simple control flow to make it a good candidate to guide the evolution of tessellation algorithms on future graphics cards. To test our proposal, we have used the geometry shader of ...
This work describes a concise algorithm for the generation of triangular meshes with the help of sta...
One problem in subdivision surfaces is the number of facets grows exponentially with the level of su...
In the paper an algorithm of triangle mesh generation for a full three-dimensional volumetric data i...
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of tri...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
[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...
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is com...
International audienceMany recent publications have shown that a large variety of computation involv...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
We present a method to adaptively refine an irregular triangle mesh as it deforms in real-time. Th...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
This work describes a concise algorithm for the generation of triangular meshes with the help of sta...
One problem in subdivision surfaces is the number of facets grows exponentially with the level of su...
In the paper an algorithm of triangle mesh generation for a full three-dimensional volumetric data i...
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of tri...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
[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...
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is com...
International audienceMany recent publications have shown that a large variety of computation involv...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
We present a method to adaptively refine an irregular triangle mesh as it deforms in real-time. Th...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
This work describes a concise algorithm for the generation of triangular meshes with the help of sta...
One problem in subdivision surfaces is the number of facets grows exponentially with the level of su...
In the paper an algorithm of triangle mesh generation for a full three-dimensional volumetric data i...