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dc.contributor.authorSchwarz, Michaelen_US
dc.contributor.authorStamminger, Marcen_US
dc.date.accessioned2015-02-23T10:15:37Z
dc.date.available2015-02-23T10:15:37Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01376.xen_US
dc.description.abstractCompact surface descriptions like higher-order surfaces are popular representations for both modeling and animation. However, for fast graphics-hardware-assisted rendering, they usually need to be converted to triangle meshes. In this paper, we introduce a new framework for performing on-the-fly crack-free adaptive tessellation of surface primitives completely on the GPU. Utilizing CUDA and its flexible memory write capabilities, we parallelize the tessellation task at the level of single surface primitives. We are hence able to derive tessellation factors, perform surface evaluation as well as generate the tessellation topology in real-time even for large collections of primitives. We demonstrate the power of our framework by exemplarily applying it to both bicubic rational Bezier patches and PN triangles.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleFast GPU-based Adaptive Tessellation with CUDAen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01376.xen_US
dc.identifier.pages365-374en_US


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