Watertight tessellation using forward differencing

  • Authors:
  • Henry Moreton

  • Affiliations:
  • NVIDIA Corporation, 270 San Tomas Expressway, Santa Clara, CA

  • Venue:
  • Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
  • Year:
  • 2001

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Abstract

In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward difference-based tessellation is subject to round off error and cracking, our algorithm produces a bit-for-bit consistent triangle mesh across multiple independently tessellated patches. We present tessellation patterns that exploit the efficiency of iterative evaluation techniques while delivering a defect free adaptive tessellation with continuous level-of-detail. We also report the rendering performance of the resulting physical hardware implementation.