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Semi-uniform, 2-Different Tessellation of Triangular Parametric Surfaces

机译:半均匀,三角形参数表面的2个不同的曲面细胞

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With a greater number of real-time graphics applications moving over to parametric surfaces from the polygonal domain, there is an inherent need to address various rendering bottlenecks that could hamper the move. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application. Developers like to create applications that run on various platforms without having to switch between polygonal and parametric versions to satisfy the limitations. In this paper, we present SD-2 (Semi-uniform, 2-Different), an adaptive tessellation algorithm for triangular parametric surfaces. The algorithm produces well distributed and semi-uniformly shaped triangles as a result of the tessellation. The SD-2 pattern requires new approaches for determining the edge tessellation factors, which can be fractional and change continuously depending on view parameters. The factors are then used to steer the tessellation of the parametric surface into a collection of triangle strips in a single pass. We compare the tessellation results in terms of GPU performance and surface quality by implementing SD-2 on PN patches.
机译:对于从多边形域移动到参数曲面的大量实时图形应用程序,存在固有的需要解决可能妨碍移动的各种渲染瓶颈。缩放各种硬件平台上的多边形计数成为一个重要因素。在曲面层水平上需要多种控制,无论是由硬件限制还是应用程序都会。开发人员喜欢创建在各种平台上运行的应用程序,而无需在多边形和参数版本之间切换以满足限制。本文介绍了三角形参数曲面的SD-2(半均匀,二不同),自适应曲面细分算法。该算法由于镶嵌而产生良好的分布式和半均匀形状的三角形。 SD-2模式需要新方法来确定边缘曲面细分因子,这可能是分数的,并且根据视图参数连续变化。然后,这些因素用于将参数化表面的躯干转向单个通过的三角形条带中。通过在PN斑块上实现SD-2,我们将曲面细分结果与GPU性能和表面质量进行比较。

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