The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Real-time rendering of trimmed surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Vector models for data-parallel computing
Vector models for data-parallel computing
A fast scan-line algorithm for rendering parametric surfaces
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Parallel view-dependent tessellation of Catmull-Clark subdivision surfaces
Proceedings of the Conference on High Performance Graphics 2009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
Adaptive LOD editing of quad meshes
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Hardware implementation of micropolygon rasterization with motion and defocus blur
Proceedings of the Conference on High Performance Graphics
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Hybrid ray tracing and path tracing of Bezier surfaces using a mixed hierarchy
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
Real-time high-resolution sparse voxelization with application to image-based modeling
Proceedings of the 5th High-Performance Graphics Conference
Hi-index | 0.00 |
We propose a view-dependent adaptive subdivision algorithm for rendering parametric surfaces on parallel hardware. Our framework allows us to bound the screen space error of a piecewise linear approximation. We naturally assign more primitives to curved areas while keeping quads large for flatter parts of the model and avoid cracks resulting from the polygonal approximation of non-uniform patch subdivision. The overall algorithm is simple, fits current GPUs extremely well, and is surprisingly fast while producing little to no artifacts.