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dc.contributor.authorMunkberg, Jacoben_US
dc.contributor.authorHasselgren, Jonen_US
dc.contributor.authorToth, Roberten_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorMichael Doggett and Samuli Laine and Warren Hunten_US
dc.date.accessioned2013-10-28T10:21:33Z
dc.date.available2013-10-28T10:21:33Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-26-2en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/HPG10/153-162en_US
dc.description.abstractIn this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of displaced surfaces, prior to tessellation and displacement shading. Our work can be used for different types of culling, ray tracing, and to sort higher order primitives in tiling architectures. For our hull shader implementation, we report performance benefits even for moderate tessellation rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture Graphics Processors I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Hidden line/surface removalen_US
dc.titleEfficient Bounding of Displaced Bézier Patchesen_US
dc.description.seriesinformationHigh Performance Graphicsen_US


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