Adaptive forward differencing for rendering curves and surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
An adaptive subdivision algorithm for crack prevention in the display of parametric surfaces
Proceedings on Graphics interface '90
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A unified approach for hierarchical adaptive tesselation of surfaces
ACM Transactions on Graphics (TOG)
Scan line methods for displaying parametrically defined surfaces
Communications of the ACM
A simple recursive tessellator for adaptive surface triangulation
Journal of Graphics Tools
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware support for adaptive subdivision surface rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A fast scan-line algorithm for rendering parametric surfaces
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
An Adaptive Subdivision Method With Crack Prevention for Rendering
An Adaptive Subdivision Method With Crack Prevention for Rendering
Hardware support for adaptive tessellation of Bézier surfaces based on local tests
Journal of Systems Architecture: the EUROMICRO Journal
Extensions for 3d graphics rendering engine used for direct tessellation of spline surfaces
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part II
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In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates). We develop a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. The data compression is achieved by replacing the conventional idea of a GPU that renders triangles with a GPU that tessellates surface patches into triangles.