Curves and surfaces for computer aided geometric design
Curves and surfaces for computer aided geometric design
SIAM Journal on Numerical Analysis
Subdivision surfaces in character animation
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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Triangular G1 interpolation by 4-splitting domain triangles
Computer Aided Geometric Design
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
Combining 4- and 3-direction subdivision
ACM Transactions on Graphics (TOG)
On C2 triangle/quad subdivision
ACM Transactions on Graphics (TOG)
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
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
QAS: Real-Time Quadratic Approximation of Subdivision Surfaces
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
An incremental approach to feature aligned quad dominant remeshing
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
Adaptive LOD editing of quad meshes
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces
ACM Transactions on Graphics (TOG)
Improving the Parameterization of Approximate Subdivision Surfaces
Computer Graphics Forum
Analytic displacement mapping using hardware tessellation
ACM Transactions on Graphics (TOG)
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
Connectivity editing for quad-dominant meshes
SGP '13 Proceedings of the Eleventh Eurographics/ACMSIGGRAPH Symposium on Geometry Processing
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Polyhedral meshes consisting of triangles, quads, and pentagons and polar configurations cover all major sampling and modeling scenarios. We give an algorithm for efficient local, parallel conversion of such meshes to an everywhere smooth surface consisting of low-degree polynomial pieces. Quadrilateral facets with 4-valent vertices are 'regular' and are mapped to bi-cubic patches so that adjacent bi-cubics join C2 as for cubic tensor-product splines. The algorithm can be implemented in the vertex and geometry shaders of the GPU pipeline and does not use the fragment shader. Its implementation in DirectX 10 achieves conversion plus rendering at 659 frames per second with 42.5 million triangles per second on input of a model of 1300 facets of which 60% are not regular.