[Sans titre]
BOUBEKEUR, Tamy
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
SCHLICK, Christophe
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
BOUBEKEUR, Tamy
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
SCHLICK, Christophe
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
< Réduire
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA ]
Langue
en
Article de revue
Ce document a été publié dans
Computer Graphics Forum. 2008, vol. 27, n° 1, p. 102--114
Wiley
Résumé en anglais
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on-the-fly refinement ...Lire la suite >
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on-the-fly refinement is performed by the GPU, without any preprocessing nor additional topology data structure. The level of adaptive refinement can be controlled by specifying a per-vertex depth-tag, in addition to usual position, normal, color and texture coordinates. This depth-tag is used by the kernel to instanciate the correct refinement pattern. Finally, the refined patch produced for each triangle can be displaced by the vertex shader, using any kind of geometric refinement, such as Bezier patch smoothing, scalar valued displacement, procedural geometry synthesis or subdivision surfaces. This refinement engine does neither require multi-pass rendering nor any use of fragment processing nor special preprocess of the input mesh structure. It can be implemented on any GPU with vertex shading capabilities.< Réduire
Mots clés en anglais
mesh refinement
adaptive tessellation
displacement mapping
real-time geometry synthesis
GPU technique
Origine
Importé de halUnités de recherche