Interpolating Subdivision for meshes with arbitrary topology
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Towards real-time photorealistic rendering: challenges and solutions
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interactive multi-resolution modeling on arbitrary meshes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Hardware support for adaptive subdivision surface rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Direct Ray Tracing of Displacement Mapped Triangles
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Hardware support for adaptive tessellation of Bézier surfaces based on local tests
Journal of Systems Architecture: the EUROMICRO Journal
A new architecture for efficient hybrid representation of terrains
Journal of Systems Architecture: the EUROMICRO Journal
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A common bottleneck for high performance graphics systems is the transfer of millions of triangles from the CPU to the graphics pipeline. Displacement mapping is an effective technique for encoding high levels of detail of surface models through the utilization of coarse triangle meshes together with displacement maps. This technique can be employed to reduce the communication requirements between the CPU and the graphics pipeline. In this article we present a new adaptive subdivision scheme in which the curvature of the mesh together with the displacement map information is considered. We also present a hardware architecture for the implementation of this proposal. This hardware is an addition to the standard pipeline in order to achieve a displacement map rendering pipeline. The hardware architecture proposal is regular, with an efficient structure that minimizes data storage and avoids the wait cycles that would be associated with the multiple data accesses required per subdivision. With this method, high quality images are obtained with low communication requirements as only the coarse mesh has to be sent. Moreover, the proposed data management permits reemployment of the information in such a way that each triangle has to be sent only once from the CPU to the graphics pipeline.