same patch are computed only once and reused when
needed. This results in a better performance when the
number of primitives increases. Specifically, the re-
sults shown in Figure 9 say that, for the highest level
of tessellation, ESC is up to 2.25x faster on the ATI
5870 and up to 2.05x faster on the ATI 6970.
In summary, considering the good results ob-
tained, the flexibility of the adaptive proposals, the
exploitation of the locality and the prevention of re-
dundancy computations, our proposal is a good can-
didates to be integrated as a specific tessellation unit
in future graphics cards, as nowadays the existing tes-
sellation units included in current GPUs do not offer
the desirable adaptability.
5 CONCLUSIONS
This paper presents a proposal for the adaptive tes-
sellation of B
´
ezier surfaces on the GPU based on the
exploitation of the spatial coherence. The proposal do
not require the precomputation of any refinement pat-
tern, and the new vertices coordinates are computed
on-the-fly with a non recursive strategy. This permits
the exploitation of the vector computation capabilities
of current GPUs. The proposal uses a section of the
parametric map as input primitive.
This tessellation scheme reduces the divergence in
order to achieve an optimum utilization of the compu-
tational resources of the GPU; however, a remarkable
degree of adaptivity has been introduced. Hence, this
proposal processes considerably fewer triangles than
a non adaptive proposal.
The adaptive proposal is based on three main
strategies: the utilization of a fixed tessellation pat-
tern to guide the procedure, the utilization of a local
test to guide the tessellation decisions and an efficient
meshing procedure to reconstruct the resulting mesh.
Our proposal permits the application of multiple lev-
els of resolution to a B
´
ezier surface and exploits the
locality of the surface and, consequently, reducing the
number of shader invocations and, as a consequence,
the power consumption.
In addition to the good quality and performance
results, the flexibility of the adaptive proposal and the
simplicity of the computations involved could encour-
age the inclusion of more flexible tessellation units in
future graphics cards.
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