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
New 3d graphics rendering engine architecture for direct tessellation of spline surfaces
ICCS'05 Proceedings of the 5th 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 have developed a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. This new architecture has been described in [1]. In the present paper we describe further developments of the newly proposed architecture. The current paper shows several interesting extensions of our architecture such as backsurface rejection, NURBS real time tesselation and a description of a surface based API. We also show how the implementation of our architecture operates on top of the pixel shaders.