Bicubic patches for approximating non-rectangular control-point meshes
Computer Aided Geometric Design
An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIAM Journal on Numerical Analysis
Fast backface culling using normal masks
Proceedings of the 1997 symposium on Interactive 3D graphics
The NURBS book (2nd ed.)
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Exact evaluation of Catmull-Clark subdivision surfaces at arbitrary parameter values
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Primitives for the manipulation of general subdivisions and the computation of Voronoi
ACM Transactions on Graphics (TOG)
Localized-hierarchy surface splines (LeSS)
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Seamless texture mapping of subdivision surfaces by model pelting and texture blending
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Rapid evaluation of Catmull-Clark subdivision surfaces
Proceedings of the seventh international conference on 3D Web technology
Meshed atlases for real-time procedural solid texturing
ACM Transactions on Graphics (TOG)
Subdivision Methods for Geometric Design: A Constructive Approach
Subdivision Methods for Geometric Design: A Constructive Approach
Bezier and B-Spline Techniques
Bezier and B-Spline Techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Shape characterization of subdivision surfaces: case studies
Computer Aided Geometric Design
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Second order smoothness over extraordinary vertices
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
An Accurate Error Measure for Adaptive Subdivision Surfaces
SMI '05 Proceedings of the International Conference on Shape Modeling and Applications 2005
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
Spectral surface quadrangulation
ACM SIGGRAPH 2006 Papers
Concentric tessellation maps and curvature continuous guided surfaces
Computer Aided Geometric Design
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
Rectangular multi-chart geometry images
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Designing quadrangulations with discrete harmonic forms
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Mesh parameterization methods and their applications
Foundations and Trends® in Computer Graphics and Vision
Approximating Catmull-Clark subdivision surfaces with bicubic patches
ACM Transactions on Graphics (TOG)
Extending Catmull-Clark Subdivision and PCCM with Polar Structures
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Exact Evaluation of Non-Polynomial Subdivision Schemes at Rational Parameter Values
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
QAS: Real-Time Quadratic Approximation of Subdivision Surfaces
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH Asia 2008 papers
Non-uniform fractional tessellation
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Computer Aided Geometric Design
Subdivision Surfaces
Real-time creased approximate subdivision surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2009 papers
Fast parallel construction of smooth surfaces from meshes with tri/quad/pent facets
SGP '08 Proceedings of the Symposium on Geometry Processing
Efficient bounding of displaced Bézier patches
Proceedings of the Conference on High Performance Graphics
Accurate contact resolution for interpolated hairs
ACM SIGGRAPH 2011 Talks
Multiresolution attributes for tessellated meshes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Beyond Catmull–Clark? A Survey of Advances in Subdivision Surface Methods
Computer Graphics Forum
Feature-Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation
Computer Graphics Forum
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
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Subdivision surfaces provide a compact representation for smooth surfaces that facilitate modeling and animation. They have widespread application in the movie industry, and there's a natural desire to use them also in real-time applications. This course presents theoretical results, implementations, applications, and future research directions. Topics include an introduction to subdivision surfaces, an overview of the surface-evaluation algorithms that are suitable for real-time rendering, implementation of those algorithms on current and next-generation GPUs, and other practical considerations. The course concludes with a section on practical application of these theoretical schemes and GPU implementations to Valve's source game engine and ILM's film production.