Authors:
Raquel Concheiro
1
;
Margarita Amor
1
;
Montserrat Bóo
2
and
Emilio J. Padrón
1
Affiliations:
1
Universidade da Coruña, Spain
;
2
Universidade de Santiago de Compostela, Spain
Keyword(s):
Bézier Surfaces, Adaptive Tessellation, GPU, Real-Time Rendering.
Related
Ontology
Subjects/Areas/Topics:
Computer Vision, Visualization and Computer Graphics
;
Geometry and Modeling
;
Real-Time Rendering
;
Rendering
;
Surface Modeling
;
Systems and Software Architectures for Rendering
Abstract:
Rendering of B\'ezier surfaces is currently performed by tessellating
the model on the GPU and rendering the highly detailed triangle mesh.
Whereas non-adaptive strategies apply the same tessellation pattern to the whole
surface resulting in a uniform tessellation of the patch, adaptive approaches
make it possible to reduce the number of triangles generated without a loss of
quality. However, the most usual approaches to adaptive tessellation
have little flexibility and do redundant computations and memory accesses, as
each sample is independently evaluated in the Domain Shader of the DirectX11
pipeline.
In this paper an adaptive tessellation technique based on the exploitation of
the spatial coherence (ESC) data within each surface is presented.
The GPU implementation of this technique is simple and efficient and, as
consequence, the tessellation of complex models can be performed in real-time.
The analysis of the GPU performance and limitations for different adaptive
degree of the
tessellation performed suggest innovations in future graphics card
generations for supporting a larger degree of adaptivity without a penalty.
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