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Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees

机译:使用自适应四叉树的细分曲面的高效GPU渲染

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We present a novel method for real-time rendering of subdivisionrnsurfaces whose goal is to make subdivision faces as easy to renderrnas triangles, points, or lines. Our approach uses standard GPUrntessellation hardware and processes each face of a base mesh independently,rnthus allowing an entire model to be rendered in a singlernpass. The key idea of our method is to subdivide the u; v domain ofrneach face ahead of time, generating a quadtree structure, and thenrnsubmit one tessellated primitive per input face. By traversing thernquadtree for each post-tessellation vertex, we are able to accuratelyrnand efficiently evaluate the limit surface. Our method yields a morernuniform tessellation of the surface, and faster rendering, as fewerrnprimitives are submitted. We evaluate our method on a variety ofrnassets, and realize performance that can be three times faster thanrnstate-of-the-art approaches. In addition, our streaming formulationrnmakes it easier to integrate subdivision surfaces into applicationsrnand shader code written for polygonal models. We illustrate integrationrnof our technique into a full-featured video game engine.
机译:我们提出了一种实时细分表面的实时渲染方法,其目标是使细分面易于渲染三角形,点或线。我们的方法使用标准的GPU细分硬件,并独立处理基础网格物体的每个面,从而允许在单次渲染中渲染整个模型。我们方法的关键思想是将u细分。提前分配每个面的v域,生成四叉树结构,然后每个输入面提交一个细分的图元。通过遍历每个细分后顶点的四叉树,我们能够准确地并有效地评估极限曲面。我们的方法会产生更均匀的曲面细分,并且由于提交了更少的基本体,因此渲染速度更快。我们评估了各种方法的方法,并实现了比最新方法快三倍的性能。此外,我们的流式处理公式使将细分曲面集成到应用程序中以及为多边形模型编写的着色器代码变得更加容易。我们说明了将我们的技术集成到功能完备的视频游戏引擎中的过程。

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