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Fast parallel construction of smooth surfaces from meshes with tri/quad/pent facets

机译:从具有三/四/五小平面的网格快速并行构建平滑表面

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摘要

Polyhedral meshes consisting of triangles, quads, and pentagons and polar configurations cover all major sampling and modeling scenarios. We give an algorithm for efficient local, parallel conversion of such meshes to an everywhere smooth surface consisting of low-degree polynomial pieces. Quadrilateral facets with 4-valent vertices are 'regular' and are mapped to bi-cubic patches so that adjacent bi-cubics join C-2 as for cubic tensor-product splines. The algorithm can be implemented in the vertex and geometry shaders of the GPU pipeline and does not use the fragment shader Its implementation in DirectX 10 achieves conversion plus rendering at 659 frames per second with 42.5 million triangles per second on input of a model of 1300 facets of which 60% are not regular.
机译:由三角形,四边形和五边形以及极性配置组成的多面网格覆盖了所有主要的采样和建模场景。我们给出了一种算法,可以将此类网格有效地局部并行转换为由低次多项式组成的无处不在的光滑表面。具有四价顶点的四边形小平面是“规则的”,并映射到双三次面片,以便相邻的三次立方像立方张量积样条一样加入C-2。该算法可以在GPU管道的顶点和几何着色器中实现,而无需使用片段着色器。DirectX10的实现在1300个切面模型的输入下以每秒659帧,每秒4250万个三角形的速度实现了转换和渲染。其中60%是不定期的。

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