计算机科学技术学报(英文版)
計算機科學技術學報(英文版)
계산궤과학기술학보(영문판)
JOURNAL OF COMPUTER SCIENCE AND TECHNOLOGY
2014年
6期
1014-1025
,共12页
黄韵岑%冯结青%崔元敏%杨宝光%Baoguang Yang
黃韻岑%馮結青%崔元敏%楊寶光%Baoguang Yang
황운잠%풍결청%최원민%양보광%Baoguang Yang
real-time rendering%Loop subdivision surface%hardware tessellation
We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using the hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires matching surface normals. Furthermore, we incorporate e?cient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.