Synthesizing subdivision meshes using real time tessellation

Matthias Holländer, Tamy Boubekeur

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

We propose a new GPU method for synthesizing subdivision meshes with exact adaptive geometry in real time. Our GPU kernel builds upon precomputed tables of basis functions for subdivision surfaces and is therefore supporting all subdivision schemes, either interpolating or approximating, for triangle or quad meshes. We designed our kernel so that it can be integrated seamlessly within a standard tessellation pipeline, exploiting software or hardware (adaptive) tessellation methods. We make use of the tessellator unit as an adaptive mesher for maximum subdivision level, exploiting the linear nature of subdivision surfaces to enable arbitrary level of detail adaptivity and control the visual smoothness using Subdivision Shading by applying the same tables as for geometry. We evaluate our kernel on a variety of dynamic meshes and compare it to subdivision substitutes.

Original languageEnglish
Title of host publicationProceedings - 18th Pacific Conference on Computer Graphics and Applications, Pacific Graphics 2010
Pages46-53
Number of pages8
DOIs
Publication statusPublished - 1 Dec 2010
Externally publishedYes
Event18th Pacific Conference on Computer Graphics and Applications, Pacific Graphics 2010 - Hangzhou, China
Duration: 25 Sept 201027 Sept 2010

Publication series

NameProceedings - Pacific Conference on Computer Graphics and Applications
ISSN (Print)1550-4085

Conference

Conference18th Pacific Conference on Computer Graphics and Applications, Pacific Graphics 2010
Country/TerritoryChina
CityHangzhou
Period25/09/1027/09/10

Keywords

  • GPU programming
  • Real time tessellation
  • Subdivision surfaces

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