Real-Time Gaussian-Product Subdivision on the GPU
Abstract
We propose a real-time technique for rendering Gaussian-Product subdivision surfaces. This is achieved by our real-time subdivision pipeline, able to accept the base of Gaussian-Product subdivision, that is, a covariance mesh, which extends regular base meshes by storing additional 3x3 covariance matrices per vertex. Our technique evaluates the non-linear limit subdivision surface by computing B-spline patches embedded in a 9-dimensional dual space, where the subdivision scheme becomes linear. We construct and evaluate these B-spline patches using real-time tessellation capabilities of current GPUs. We analyzed the performance of our technique on all supported subdivision levels, and provide an analysis of its visual quality and geometric accuracy.
BibTeX
@inproceedings {10.2312:vmv.20211368,
booktitle = {Vision, Modeling, and Visualization},
editor = {Andres, Bjoern and Campen, Marcel and Sedlmair, Michael},
title = {{Real-Time Gaussian-Product Subdivision on the GPU}},
author = {Komar, Alexander and Preiner, Reinhold},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-161-8},
DOI = {10.2312/vmv.20211368}
}
booktitle = {Vision, Modeling, and Visualization},
editor = {Andres, Bjoern and Campen, Marcel and Sedlmair, Michael},
title = {{Real-Time Gaussian-Product Subdivision on the GPU}},
author = {Komar, Alexander and Preiner, Reinhold},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-161-8},
DOI = {10.2312/vmv.20211368}
}