TY - GEN
T1 - Generic mesh refinement on GPU
AU - Boubekeur, Tamy
AU - Schlick, Christophe
PY - 2005/1/1
Y1 - 2005/1/1
N2 - 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.
AB - 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.
U2 - 10.1145/1071866.1071882
DO - 10.1145/1071866.1071882
M3 - Conference contribution
AN - SCOPUS:33750915981
SN - 1595930868
SN - 9781595930866
T3 - Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware
SP - 99
EP - 104
BT - Graphics Hardware 2005 - ACM SIGGRAPH/Eurographics Symposium Proceedings
PB - Association for Computing Machinery (ACM)
T2 - Graphics Hardware 2005 - ACM SIGGRAPH/Eurographics Symposium
Y2 - 30 July 2005 through 31 July 2005
ER -