A realtime GPU subdivision kernel

Le-Jeng Shiue, Ian Jones, J. Peters
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引用次数: 135

Abstract

By organizing the control mesh of subdivision in texture memory so that irregularities occur strictly inside independently refinable fragment meshes, all major features of subdivision algorithms can be realized in the framework of highly parallel stream processing. Our implementation of Catmull-Clark subdivision as a GPU kernel in programmable graphics hardware can model features like semi-smooth creases and global boundaries; and a simplified version achieves near-realtime depth-five re-evaluation of moderate-sized subdivision meshes. The approach is easily adapted to other refinement patterns, such as Loop, Doo-Sabin or √3 and it allows for postprocessing with additional shaders.
一个实时GPU细分内核
通过在纹理存储器中组织细分控制网格,使不规则性严格发生在可独立细化的碎片网格内,可以在高度并行流处理的框架下实现细分算法的所有主要特征。我们在可编程图形硬件中实现的Catmull-Clark细分作为GPU内核,可以模拟半光滑折痕和全局边界等特征;简化版实现了中等大小细分网格的近实时深度五重评价。这种方法很容易适应其他细化模式,如Loop, Doo-Sabin或√3,它允许使用额外的着色器进行后期处理。
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