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GPU Smoothing of Quad Meshes (2009) |
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Abstract |
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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
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| 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
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| Type |
text
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| Language |
English
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| 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
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