2005 · 72 citations · 10 references
ComputingComputer ScienceComputational GeometryComputer GraphicsRendering3D RenderingGeometry ProcessingMesh GenerationMesh ModelingMesh ProcessingRendering PipelineComputer Graphics RenderingDisplacement MappingFragment ShadersMesh RefinementMesh Refinement TechniquesNormal VectorsRefinementVertex Shaders
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.
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Hugues Hoppe · 1996 · 2.8K citations · Full text
Subdivision for modeling and animation
Denis Zorin, Peter Schröder, Anthony D. DeRose et al. · 2000 · 470 citations
Alex Vlachos, Jörg Peters, Chas. Boyd et al. · 2001 · 248 citations
Architecture, Computational Design, Computational Geometry +7
Piecewise smooth subdivision surfaces with normal control
Henning Biermann, A. L. Levin, Denis Zorin · 2000 · 235 citations · Full text