Real-Time GPU Silhouette Refinement using Adaptively Blended Bézier Patches
نویسندگان
چکیده
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using GPUs (Graphical Processing Units). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size.
منابع مشابه
Localized construction of curved surfaces from polygon meshes: A simple and practical approach on GPU
We present a method for refining n-sided polygons on a given piecewise linear model by using local computation, where the curved polygons generated by our method interpolate the positions and normals of vertices on the input model. Firstly, we construct a Bézier curve for each silhouette edge. Secondly, we employ a new method to obtain C1 continuous cross-tangent functions that are constructed ...
متن کاملReal-Time Patch-Based Sort-Middle Rendering on Massively Parallel Hardware
Recently, sort-middle triangle rasterization, implemented as software on a manycore GPU with vector units (Larabee), has been proposed as an alternative to hardware rasterization. The main reasoning is, that only a fraction of the time per frame is spent sorting and raster-izing triangles. However is this still a valid argument in the context of geometry amplification when the number of primiti...
متن کاملEfficient direct rendering of deforming surfaces via shared subdivision trees
In this paper, we present a subdivision-based approach to rasterize implicit surfaces embedded in volumetric Bézier patches undergoing a nonlinear deformation. Subdividing a given patch into simpler patches to perform the surface rasterization task is numerically robust, and allows guaranteeing visual accuracy even in the presence of geometric degeneracies. However, due to its memory requiremen...
متن کاملAccelerating Accurate B-spline Free-form Deformation of Polygonal Objects
A previous paper described an algorithm for accurate B-spline free-form deformation of polygonal objects to produce triangular Bézier patches. However that algorithm computed the control points of resulting patches using a generalized de Casteljau algorithm, which is expensive to compute. In this short note, we describe an algorithm that instead uses polynomial interpolation; both theoretical a...
متن کاملLocal Painting and Deformation of Meshes on the GPU
We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifications may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene objects detected by a physics engine. We only allocate GPU memory for the faces affected by these modifications to store fine-scale color or displ...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- Comput. Graph. Forum
دوره 27 شماره
صفحات -
تاریخ انتشار 2008