Piecewise smooth surface reconstruction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Piecewise smooth subdivision surfaces with normal control
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Rapid evaluation of Catmull-Clark subdivision surfaces
Proceedings of the seventh international conference on 3D Web technology
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
Approximating Catmull-Clark subdivision surfaces with bicubic patches
ACM Transactions on Graphics (TOG)
G2 tensor product splines over extraordinary vertices
SGP '08 Proceedings of the Symposium on Geometry Processing
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
Approximating subdivision surfaces with Gregory patches for hardware tessellation
ACM SIGGRAPH Asia 2009 papers
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces
ACM Transactions on Graphics (TOG)
Beyond Catmull–Clark? A Survey of Advances in Subdivision Surface Methods
Computer Graphics Forum
Improving the Parameterization of Approximate Subdivision Surfaces
Computer Graphics Forum
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We present an extension of recently developed Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners which are essential for most applications. We discuss the integration of ACC into Valve's Source game engine and analyze performance of our implementation.