{"title":"几何着色器的Catmull-Clark细分","authors":"M. Kazakov","doi":"10.1145/1294685.1294699","DOIUrl":null,"url":null,"abstract":"Subdivision surfaces possess many appealing properties applicable to interactive computer graphics. However, the necessity to access a variable-sized neighborhood in a control mesh makes it difficult to efficiently accelerate tessellation calculations in graphics hardware. The paper addresses this problem in two ways. First, it proposes a simple and inexpensive calculation scheme for the tessellation of Catmull-Clark subdivision surfaces which can be implemented in a geometry shader. It operates on the shader's vertex input only and does not require external texture memory access or multi-pass processing for tessellation. Second, the paper presents an extension to the post-transform and lighting (T'n'L) vertex cache operation that efficiently accelerates the processing of variable-size primitives serving as input for the geometry shader. We demonstrate on-chip tessellation of Catmull-Clark subdivision surfaces on an embedded hardware implementation. The described calculation scheme will be implementable on desktop hardware if limitations on the maximal input primitive size for the geometry shader are relaxed.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"86 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":"{\"title\":\"Catmull-Clark subdivision for geometry shaders\",\"authors\":\"M. Kazakov\",\"doi\":\"10.1145/1294685.1294699\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Subdivision surfaces possess many appealing properties applicable to interactive computer graphics. However, the necessity to access a variable-sized neighborhood in a control mesh makes it difficult to efficiently accelerate tessellation calculations in graphics hardware. The paper addresses this problem in two ways. First, it proposes a simple and inexpensive calculation scheme for the tessellation of Catmull-Clark subdivision surfaces which can be implemented in a geometry shader. It operates on the shader's vertex input only and does not require external texture memory access or multi-pass processing for tessellation. Second, the paper presents an extension to the post-transform and lighting (T'n'L) vertex cache operation that efficiently accelerates the processing of variable-size primitives serving as input for the geometry shader. We demonstrate on-chip tessellation of Catmull-Clark subdivision surfaces on an embedded hardware implementation. The described calculation scheme will be implementable on desktop hardware if limitations on the maximal input primitive size for the geometry shader are relaxed.\",\"PeriodicalId\":325699,\"journal\":{\"name\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"volume\":\"86 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-10-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"17\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1294685.1294699\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1294685.1294699","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Subdivision surfaces possess many appealing properties applicable to interactive computer graphics. However, the necessity to access a variable-sized neighborhood in a control mesh makes it difficult to efficiently accelerate tessellation calculations in graphics hardware. The paper addresses this problem in two ways. First, it proposes a simple and inexpensive calculation scheme for the tessellation of Catmull-Clark subdivision surfaces which can be implemented in a geometry shader. It operates on the shader's vertex input only and does not require external texture memory access or multi-pass processing for tessellation. Second, the paper presents an extension to the post-transform and lighting (T'n'L) vertex cache operation that efficiently accelerates the processing of variable-size primitives serving as input for the geometry shader. We demonstrate on-chip tessellation of Catmull-Clark subdivision surfaces on an embedded hardware implementation. The described calculation scheme will be implementable on desktop hardware if limitations on the maximal input primitive size for the geometry shader are relaxed.