Interactive multi-resolution modeling on arbitrary meshes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Weights for computing vertex normals from facet normals
Journal of Graphics Tools
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Fast 3D triangle-box overlap testing
Journal of Graphics Tools
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ACM SIGGRAPH Asia 2008 papers
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)
Fast parallel construction of smooth surfaces from meshes with tri/quad/pent facets
SGP '08 Proceedings of the Symposium on Geometry Processing
Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces
ACM Transactions on Graphics (TOG)
Multiresolution attributes for tessellated meshes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Analytic displacement mapping using hardware tessellation
ACM Transactions on Graphics (TOG)
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We propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. Adaptive mesh refinement, application of the displacement and all involved memory management happen completely on the GPU. We show various extensions to our approach, such as on-the-fly normal computation and multi-resolution editing. In typical game scenes we perform local deformations at arbitrary positions in far less than one millisecond. This makes the method particularly suited for games and interactive sculpting applications.