The main objective of the proposal is the real-
time rendering of complex models without reducing
the quality of the final image. With the objective
of testing the timing requirements of the application
we have analyzed a walk-through animation with the
same movement of the camera for all tests. The fi-
nal images have a screen resolution of 1280 × 1024
pixels. Figure 7 shows the results in fps using a res-
olution level L
max
= 3 for a high quality threshold.
The results indicate very good performances in terms
of fps, allowing real-time adaptive tessellation, even
for a high number of triangles. For example, for
the Length Test 284.94 K triangles were rendered at
148.97 fps. Using this card and for a large number of
triangles the Distance test has similar timing require-
ments than the other proposals. This is due to the ex-
ploitation of VLIW with the utilization of short vector
data types (like f loat4) and vector computations.
5 CONCLUSIONS
In this paper we present a new method, Dynamic
and Adaptive B
´
ezier Tessellation (DABT), for the real
time adaptive tessellation of B
´
ezier surfaces on the
GPU. The method is based on the generation of an ini-
tial coarse triangle mesh that approximates the B
´
ezier
surface and the adaptive tessellation of each resulting
triangle in the GPU. The methodology employed per-
mits applying multiple resolutions to the same B
´
ezier
surface. This means that neighbor triangles can be
processed with different resolutions and no visual ar-
tifacts are visible.
The proposal is based on three main strategies: the
utilization of a fixed tessellation pattern to guide the
procedure, the utilization of local tests for the adap-
tive tessellation decisions and an efficient meshing
procedure to reconstruct the resulting meshes. With
respect to the tests employed, we have included in this
work three tests that analyze different surface features
to guide the tessellation.
To test our algorithm and to evaluate the capabili-
ties of current GPUs we have implemented our DABT
algorithm by exploiting the geometry shader unit. The
good results obtained in terms of quality and frames
per second, makes our proposal an interesting candi-
date for its real hardware implementation on future
GPUs.
ACKNOWLEDGEMENTS
This work was supported by the Xunta de Gali-
cia under projects INCITE08PXIB105161PR and
0 10 20 30 40 50
0
200
400
600
800
Number of original triangles (K)
FPS
Distance test
Lenght test
Flat test
Figure 7: FPS with tessellation level L
max
= 3 for a high
quality threshold.
08TIC001206PR, the Ministry of Science and Inno-
vation, cofunded by the FEDER funds of the Euro-
pean Union under the grant TIN2010-16735, and the
Consolidation of Competitive Research Groups ref.
2010/06.
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