Real-time rendering of trimmed surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The NURBS book
Towards hardware implementation of loop subdivision
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A VLSI Algorithm for Computing the Euclidean Norm of a 3D Vector
IEEE Transactions on Computers
View-dependent adaptive tessellation of spline surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
Interactive Display of Large NURBS Models
IEEE Transactions on Visualization and Computer Graphics
Faithful Powering Computation Using Table Look-Up and a Fused Accumulation Tree
ARITH '01 Proceedings of the 15th IEEE Symposium on Computer Arithmetic
IEEE Computer Graphics and Applications
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
IEEE Micro
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
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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Bezier representations have been widely employed as a standard way of designing complex scenes with very good quality results. These surfaces are usually tessellated, in the software application, into triangle models to be rendered. Then, the final image is generated in the graphics card so that its triangle rendering capabilities are exploited. In this work we present an adaptive tessellation algorithm and the corresponding architecture to be implemented in hardware. The objective of the proposal is to avoid the potential bottleneck associated with the transmission of complex triangular models from CPU to graphics cards. The algorithm we propose is based on a layer strip representation method and a new data management that permits generation and efficient storage of the tessellated mesh. The corresponding architecture has to be included as an additional unit at the input of the graphics card. As a consequence, the transmission requirements from CPU to graphics card are greatly reduced as the tessellation is performed in the graphics card. On the other hand, the adaptive strategy employed permits selection of the number of triangles of the final mesh as a trade off between computational requirements and quality of the final mesh. The efficient data management proposed, together with the low storage requirements of the architecture, makes it a good candidate for its hardware implementation and inclusion in future graphics cards.