Conversion of Graphs to Polygonal Meshes

نویسنده

  • Jacob Nielsen
چکیده

I present a real-time rendering method for converting directed acyclic graphs to polygonal meshes directly on the GPU. The method is composed of two steps. First a graph, where each node has information about its direction, radius and length, is used to construct a nonintersecting, provided well-defined input, topologically correct, closed polygon mesh. This produces a coarse mesh in real-time and the second step of the method then improves the visual quality of the mesh, by automatically tessellating it. This smoothes the mesh and provides automatic level of detail. Both steps are carried out on the GPU in the geometry shader stage, which carries certain restrictions on the techniques available and the quality of the mesh that can be produced. This method can be used to take a graph of a branching structure, such as plants, trees, character and creature skeletons, and produce, in real-time, a 3D polygonal mesh.

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تاریخ انتشار 2009