Free adaptive tessellation strategy of bézier surfaces

UDC.coleccionInvestigaciónes_ES
UDC.conferenceTitle2014 International Conference on Computer Graphics Theory and Applications (GRAPP 2014)es_ES
UDC.departamentoEnxeñaría de Computadoreses_ES
UDC.endPage263es_ES
UDC.grupoInvGrupo de Arquitectura de Computadores (GAC)es_ES
UDC.startPage255es_ES
dc.contributor.authorConcheiro, Raquel
dc.contributor.authorAmor, Margarita
dc.contributor.authorBóo, Montserrat
dc.contributor.authorPadrón, Emilio J.
dc.date.accessioned2019-02-12T15:19:41Z
dc.date.available2019-02-12T15:19:41Z
dc.date.issued2014-01
dc.description.abstract[Abstract] Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU and rendering the highly detailed triangle mesh. Whereas non-adaptive strategies apply the same tessellation pattern to the whole surface resulting in a uniform tessellation of the patch, adaptive approaches make it possible to reduce the number of triangles generated without a loss of quality. However, the most usual approaches to adaptive tessellation have little flexibility and do redundant computations and memory accesses, as each sample is independently evaluated in the Domain Shader of the DirectX11 pipeline. In this paper an adaptive tessellation technique based on the exploitation of the spatial coherence data within each surface is presented. The GPU implementation of this technique is simple and efficient and, as consequence, the tessellation of complex models can be performed in real-time. The analysis of the GPU performance and limitations for different adaptive degree of the tessellation performed suggest innovations in future graphics card generations for supporting a larger degree of adaptivity without a penalty.es_ES
dc.identifier.citationConcheiro R., Amor M., Bóo M. and Padrón E. (2014). Free Adaptive Tessellation Strategy of Bézier Surfaces.In Proceedings of the 9th International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2014) ISBN 978-989-758-002-4, pages 255-263. DOI: 10.5220/000468420255026es_ES
dc.identifier.doi10.5220/0004684202550263
dc.identifier.isbn978-989-758-002-4
dc.identifier.urihttp://hdl.handle.net/2183/21718
dc.language.isoenges_ES
dc.publisherSciTePresses_ES
dc.relation.urihttp://dx.doi.org/10.5220/0004684202550263es_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectBézier surfaceses_ES
dc.subjectAdaptive Tessellationes_ES
dc.subjectGPUes_ES
dc.subjectReal-Time Renderinges_ES
dc.titleFree adaptive tessellation strategy of bézier surfaceses_ES
dc.typeconference outputes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication031327b6-9736-4147-85a4-fa7186257b5a
relation.isAuthorOfPublicationc98c1fe1-2016-44c1-9225-43fe1c6b8088
relation.isAuthorOfPublicationbdccb1db-e727-4b63-b2ca-1941cc096c00
relation.isAuthorOfPublication.latestForDiscovery031327b6-9736-4147-85a4-fa7186257b5a

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