The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Loop detection in surface patch intersections
Computer Aided Geometric Design
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Bézier Normal Vector Surface and Its Applications
SMA '97 Proceedings of the 1997 International Conference on Shape Modeling and Applications (SMA '97)
PCU: the programmable culling unit
ACM SIGGRAPH 2007 papers
Approximating Catmull-Clark subdivision surfaces with bicubic patches
ACM Transactions on Graphics (TOG)
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Automatic pre-tessellation culling
ACM Transactions on Graphics (TOG)
Approximating subdivision surfaces with Gregory patches for hardware tessellation
ACM SIGGRAPH Asia 2009 papers
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
MSBVH: an efficient acceleration data structure for ray traced motion blur
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of displaced surfaces, prior to tessellation and displacement shading. Our work can be used for different types of culling, ray tracing, and to sort higher order primitives in tiling architectures. For our hull shader implementation, we report performance benefits even for moderate tessellation rates.