Show simple item record

dc.contributor.authorKomar, Alexanderen_US
dc.contributor.authorPreiner, Reinholden_US
dc.contributor.editorAndres, Bjoern and Campen, Marcel and Sedlmair, Michaelen_US
dc.date.accessioned2021-09-25T16:36:22Z
dc.date.available2021-09-25T16:36:22Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-161-8
dc.identifier.urihttps://doi.org/10.2312/vmv.20211368
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/vmv20211368
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-Time Gaussian-Product Subdivision on the GPUen_US
dc.description.seriesinformationVision, Modeling, and Visualization
dc.description.sectionheadersSmooth Surfaces and Volumes
dc.identifier.doi10.2312/vmv.20211368
dc.identifier.pages27-34


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record