Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Approximating Catmull-Clark subdivision surfaces with bicubic patches
ACM Transactions on Graphics (TOG)
Continuity mapping for multi-chart textures
ACM SIGGRAPH Asia 2009 papers
Approximating subdivision surfaces with Gregory patches for hardware tessellation
ACM SIGGRAPH Asia 2009 papers
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
ACM Transactions on Graphics (TOG)
LOD Terrain Rendering by Local Parallel Processing on GPU
SBGAMES '10 Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment
Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces
ACM Transactions on Graphics (TOG)
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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
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We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our representation by assigning signal samples to attributes of vertices generated by the hardware tessellator. Contrary to texture mapping, our approach does not require any atlas generation, chartification, or uv-unwrapping. Thus, it does not suffer from texture-related artifacts, such as discontinuities across chart boundaries or distortion. Moreover, our approach allows specifying the optimal sampling rate adaptively on a per triangle basis, resulting in significant memory savings for most signal types. We propose a signal optimal approach for converting arbitrary signals, including existing assets with textures or mesh colors, into our representation. Further, we provide efficient algorithms for mip-mapping, bi- and tri-linear interpolation directly in our representation. Our approach is optimally suited for displacement mapping: it automatically generates crack-free, view-dependent displacement mapped models enabling continuous level-of-detail.