GPU-Based Rendering of PN Triangle Meshes with Adaptive Tessellation
暂无分享,去创建一个
Marc Stamminger | Michael Schwarz | M. Stamminger | Marco Staginski | Michael Schwarz | Marco Staginski
[1] Henry P. Moreton,et al. Watertight tessellation using forward differencing , 2001, HWWS '01.
[2] Reinhard Klein,et al. GPU-based trimming and tessellation of NURBS and T-Spline surfaces , 2005, SIGGRAPH 2005.
[3] Tamy Boubekeur,et al. Generic mesh refinement on GPU , 2005, HWWS '05.
[4] W. Sturzlinger. Ray-tracing triangular trimmed free-form surfaces , 1998 .
[5] P. Schröder,et al. Evaluation of Subdivision Surfaces on Programmable Graphics Hardware , 2003 .
[6] Paolo Cignoni,et al. Batched multi triangulation , 2005, VIS 05. IEEE Visualization, 2005..
[7] Jörg Peters,et al. Curved PN triangles , 2001, I3D '01.
[8] Tamy Boubekeur,et al. Scalar Tagged PN Triangles , 2005, Eurographics.
[9] David P. Luebke,et al. View-dependent simplification of arbitrary polygonal environments , 1997, SIGGRAPH.
[10] 정규식,et al. Adaptive tessellation of PN triangle with modified bresenham algorithm = 수정 Bresenham 알고리즘을 이용한 PN triangle의 적응 모자이크 가공 기법에 관한 연구 , 2003 .
[11] Pedro V. Sander,et al. Eurographics Symposium on Geometry Processing (2005) Progressive Buffers: View-dependent Geometry and Texture Lod Rendering , 2022 .
[12] S. H. Martin Roth,et al. Ray Tracing Triangular Bézier Patches , 2001, Comput. Graph. Forum.
[13] Guy Godin,et al. GoLD: interactive display of huge colored and textured models , 2005, ACM Trans. Graph..
[14] Hugues Hoppe,et al. View-dependent refinement of progressive meshes , 1997, SIGGRAPH.