几何着色器的Catmull-Clark细分

M. Kazakov
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引用次数: 17

摘要

细分曲面具有许多适用于交互式计算机图形学的吸引人的特性。然而,在控制网格中访问可变大小的邻域的必要性使得在图形硬件中有效地加速镶嵌计算变得困难。本文从两个方面解决了这个问题。首先,提出了一种简单、廉价的Catmull-Clark细分曲面镶嵌计算方案,该方案可以在几何着色器中实现。它只对着色器的顶点输入进行操作,不需要外部纹理内存访问或多通道处理镶嵌。其次,本文提出了对变换后和光照(T'n'L)顶点缓存操作的扩展,该操作有效地加速了作为几何着色器输入的可变大小原语的处理。我们在嵌入式硬件实现上演示了Catmull-Clark细分表面的片上镶嵌。如果放宽对几何着色器最大输入原语大小的限制,所描述的计算方案将在桌面硬件上实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Catmull-Clark subdivision for geometry shaders
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.
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