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GPU Smoothing of Quad Meshes (2009)

Abstract
We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9 × 9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. The smooth surface is piecewise polynomial and has well-defined normals everywhere. The evaluation avoids pixel dropout.

Publication details
Download http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.146.1599
Source http://www.cise.ufl.edu/research/SurfLab/papers/smi08.pdf
Contributors CiteSeerX
Repository CiteSeerX - Scientific Literature Digital Library and Search Engine (United States)
Keywords subdivision, GPU, smooth surface, quadrilateral mesh Index Terms, I.3.5 [Computer Graphics, Computational Geometry and Object Modeling—Curve, surface, solid, and object representations, I.3.7 [Computer Graphics, Three-Dimensional Graphics and Realism—Animation
Type text
Language English
Relation 10.1.1.22.3337, 10.1.1.20.7426, 10.1.1.146.2579, 10.1.1.104.4338, 10.1.1.23.9864, 10.1.1.16.1865, 10.1.1.80.1510, 10.1.1.86.9554