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dc.contributor.authorKnuth, Martinen_US
dc.contributor.authorKohlhammer, Jörnen_US
dc.contributor.authorKuijper, Arjanen_US
dc.contributor.editorKenny Erleben and Jan Bender and Matthias Teschneren_US
dc.date.accessioned2014-02-01T07:23:09Z
dc.date.available2014-02-01T07:23:09Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905673-78-4en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys10/021-029en_US
dc.description.abstractIn the field of garment simulation the resolution of the simulation mesh has a direct impact on visual quality. Unfortunately, an increase in mesh resolution introduces a much higher computational cost and potentially causes instability inside the simulation. In addition, it increases the amount of data sent to the renderer for visualisation. Therefore, a GPU-based refinement of the simulated mesh has several advantages, since all additional data is generated immediately before rendering. This allows an increase in visual quality without adding to computational costs for the simulation process or bandwidth necessary for rendering. In this paper we present a view-dependent, adaptive tessellation method designed for the geometry processing stage of modern GPUs. It uses uniform meshes internally, removing the necessity to store external patches. Since we deal with a local refinement scheme, sudden changes in the mesh structure size on adjacent patches may occur incidentally. To reduce this effect as far as possible, we control the triangle density distribution of the refinement process inside a refined triangle patch.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation-Line and curve generationen_US
dc.titleA Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warpingen_US
dc.description.seriesinformationWorkshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2010)en_US


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