Název: Dynamic Mesh Refinement on GPU using Geometry Shaders
Autoři: Lorenz, Haik
Döllner, Jürgen
Citace zdrojového dokumentu: WSCG '2008: Full Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS, University of West Bohemia Plzen, Czech Republic, February 4 - 7, 2008, p. 97-104.
Datum vydání: 2008
Nakladatel: Václav Skala - UNION Agency
Typ dokumentu: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/wscg2008/Papers_2008/full/!_WSCG2008_Full_final.zip
http://hdl.handle.net/11025/10924
ISBN: 978-80-86943-15-2
Klíčová slova: geometrická stínidla;grafické procesory;real-time vykreslování;barycentrické souřadnice
Klíčová slova v dalším jazyce: geometry shaders;graphic processing units;real-time rendering;barycentric coordinates
Abstrakt: This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The technique can be applied to any triangulated 3D mesh with arbitrary topology and connectivity. The functionality relies on geometry shaders that are used to amplify or remove geometry based on precalculated refinement patterns. For each triangle, the instantiated refinement pattern is selected dynamically. Due to limitations of current hardware, on-the-fly pattern instantiation cannot be implemented on the GPU. Instead, the complete refined mesh must be generated through pattern copying. We propose an incremental approach where the refined mesh is generated by using the previous refined mesh as primitive source. This algorithm runs exclusively on the GPU and requires no continuous data exchange between CPU and GPU. Due to the necessary mesh generation, the approach is particularly suitable for applications with small refinement levels. It complements traditional pattern-based refinement approaches that deliver high throughput for large refinement levels, but incur a substantial CPU-GPU communication overhead otherwise. Interesting applications include view-dependent mesh smoothing and interactive non-planar projections. In these areas, our algorithm enables efficient vertex-based implementations due to adaptive refinement.
Práva: © Václav Skala - UNION Agency
Vyskytuje se v kolekcích:WSCG '2008: Full Papers

Soubory připojené k záznamu:
Soubor Popis VelikostFormát 
Lorenz.pdfPlný text1,77 MBAdobe PDFZobrazit/otevřít
C97-1.aviVideo14,56 MBAVIZobrazit/otevřít
C97-2.pdfPrezentace965,32 kBAdobe PDFZobrazit/otevřít


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