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dc.contributor.authorBoubekeur, Tamyen_US
dc.contributor.authorSchlick, Christopheen_US
dc.contributor.editorMichael Meissner and Bengt-Olaf Schneideren_US
dc.date.accessioned2013-10-28T10:03:39Z
dc.date.available2013-10-28T10:03:39Z
dc.date.issued2005en_US
dc.identifier.isbn1-59593-086-8en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH05/099-104en_US
dc.description.abstractMany 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): 1.3.3 [Computer Graphics]: Line and curve generation 1.3.3 [Computer Graphics]: Display algorithmsen_US
dc.titleGeneric Mesh Refinement on GPUen_US
dc.description.seriesinformationGraphics Hardwareen_US


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