A butterfly subdivision scheme for surface interpolation with tension control
ACM Transactions on Graphics (TOG)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Piecewise smooth subdivision surfaces with normal control
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Towards hardware implementation of loop subdivision
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Rapid evaluation of Catmull-Clark subdivision surfaces
Proceedings of the seventh international conference on 3D Web technology
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH Asia 2008 papers
Sliding-Tris: A Sliding Window Level-of-Detail Scheme
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
SMI 2011: Full Paper: Displaced subdivision surfaces of animated meshes
Computers and Graphics
Real-Time shadow volume algorithm for subdivision surface based models
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
G1 rational blend interpolatory schemes: A comparative study
Graphical Models
Real-time rendering of light shafts on GPU
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Point-tessellated voxelization
Proceedings of Graphics Interface 2012
Proceedings of the 17th International Conference on 3D Web Technology
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
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Many recent publications have shown that a large variety of computation involved in computer graphics can be moved from the CPU to the GPU, by a clever use of vertex or fragment shaders. Nonetheless there is still one kind of algorithms that is hard to translate from CPU to GPU: mesh refinement techniques. The main reason for this, is that vertex shaders available on current graphics hardware do not allow the generation of additional vertices on a mesh stored in graphics hardware. In this paper, we propose a general solution to generate mesh refinement on GPU. The main idea is to define a generic refinement pattern that will be used to virtually create additional inner vertices for a given polygon. These vertices are then translated according to some procedural displacement map defining the underlying geometry (similarly, the normal vectors may be transformed according to some procedural normal map). For illustration purpose, we use a tesselated triangular pattern, but many other refinement patterns may be employed. To show its flexibility, the technique has been applied on a large variety of refinement techniques: procedural displacement mapping, as well as more complex techniques such as curved PN-triangles or ST-meshes.