Surface algorithms using bounds on derivatives
Computer Aided Geometric Design
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Curves and surfaces for computer aided geometric design: a practical guide
Curves and surfaces for computer aided geometric design: a practical guide
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Improved surface bounds based on derivatives
Computer Aided Geometric Design
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Fast Multiresolution Surface Meshing
VIS '95 Proceedings of the 6th conference on Visualization '95
Envelopes of nonlinear geometry
Envelopes of nonlinear geometry
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Subdivision Surfaces
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
Task management for irregular-parallel workloads on the GPU
Proceedings of the Conference on High Performance Graphics
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A curved or higher-order surface, such as spline patch or a Bézier patch, is rendered pixel-accurate if it displays neither polyhedral artifacts nor parametric distortion. This paper shows how to set the evaluation density for a patch just finely enough so that parametric surfaces render pixel-accurate in the standard graphics pipeline. The approach uses tight estimates, not of the size under screen-projection, but of the variance under screen projection between the exact surface and its triangulation. An implementation, using the GPU tessellation engine, runs at interactive rates comparable to standard rendering.