2009
DOI: 10.1111/j.1467-8659.2009.01438.x
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Semi‐Uniform Adaptive Patch Tessellation

Abstract: We present an adaptive tessellation scheme for surfaces consisting of parametric patches. The resulting tessellations are topologically uniform, yet consistent and watertight across boundaries of patches with different tessellation levels. Our scheme is simple to implement, requires little memory and is well suited for instancing, a feature available on current Graphical Processing Units that allows a substantial performance increase. We describe how the scheme can be implemented efficiently and give performan… Show more

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Cited by 17 publications
(16 citation statements)
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“…We slightly make a modification to the approach of Amresh and Farin [8] by extending the set of neighboring faces. Let …”
Section: Planarity Of Facesmentioning
confidence: 99%
See 2 more Smart Citations
“…We slightly make a modification to the approach of Amresh and Farin [8] by extending the set of neighboring faces. Let …”
Section: Planarity Of Facesmentioning
confidence: 99%
“…Though many papers have been devoted to adaptive subdivisions, most of them aim at a specific subdivision scheme. Zorin and Schröder designed an adaptive strategy for their unified subdivision in [8], it is not clear whether the approach was applied to all schemes of the framework. Recently, Sovakar and Kobbelt [26] described an API design method for adaptive refinement of unified subdivisions based on a 3 splitting operator.…”
Section: Introductionmentioning
confidence: 97%
See 1 more Smart Citation
“…Then, each quad patch LOD is set to the maximum (finest) of the 4 edge LODs. We then adapt semi-uniform adaptive patch tessellation [Dyken et al 2009] to draw quad patches with textured detail with constant resolution at the interior and edge stitching on the boundary. This is achieved by rendering patch templates, and fetching geometry and color details using texture fetches.…”
Section: Aqp: Adaptive Quad Patchesmentioning
confidence: 99%
“…Our quad-based parametrization leads in addition to a tighter texture packing and a simple handling of chart boundaries. We also adapt semi-uniform adaptive patch tessellation [Dyken et al 2009] to handle collections of quad patches at different LODs with textured detail. Whereas previous adaptive GPU mesh refinement approaches are typically used to amplify coarse geometry, our end-to-end framework is designed to faithfully reproduce a resampled high-resolution model.…”
Section: Introductionmentioning
confidence: 99%