Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
View-dependent adaptive tessellation of spline surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware support for adaptive subdivision surface rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
IEEE Computer Graphics and Applications
A quadrilateral rendering primitive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
Semi-uniform, 2-different tessellation of triangular parametric surfaces
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
Feature-Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation
Computer Graphics Forum
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We present a technique that modifies the tessellator in current graphics hardware so that the result is a more uniformly distributed tessellation in screen space. For increased flexibility, vertex tessellation weights are introduced. Our results show that the tessellation quality is improved at a moderate cost.