Real-Time Creased Approximate Subdivision Surfaces with Displacements

We present an extension of Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners. We discuss the integration of ACC into Valve's Source game engine and analyze performance of our implementation.

[1]  Tamy Boubekeur,et al.  Scalar Tagged PN Triangles , 2005, Eurographics.

[2]  Jörg Peters,et al.  Curved PN triangles , 2001, I3D '01.

[3]  Tony DeRose,et al.  Subdivision surfaces in character animation , 1998, SIGGRAPH.

[4]  芜茗 迈进DirectX 11时代 Tessellation深入解析 , 2010 .

[5]  Tony DeRose,et al.  Piecewise smooth surface reconstruction , 1994, SIGGRAPH.

[6]  Hansong Zhang,et al.  Fast backface culling using normal masks , 1997, SI3D.

[7]  Robert L. Cook,et al.  Shade trees , 1984, SIGGRAPH.

[8]  Charles T. Loop,et al.  G2 Tensor Product Splines over Extraordinary Vertices , 2008, Comput. Graph. Forum.

[9]  E. Catmull,et al.  Recursively generated B-spline surfaces on arbitrary topological meshes , 1978 .

[10]  Jörg Peters,et al.  A realtime GPU subdivision kernel , 2005, SIGGRAPH '05.

[11]  Grit Thürmer,et al.  Computing Vertex Normals from Polygonal Facets , 1998, J. Graphics, GPU, & Game Tools.

[12]  Hugues Hoppe,et al.  Displaced subdivision surfaces , 2000, SIGGRAPH.

[13]  Jason L. Mitchell,et al.  Real-time creased approximate subdivision surfaces , 2009, I3D '09.

[14]  Henning Biermann,et al.  Piecewise smooth subdivision surfaces with normal control , 2000, SIGGRAPH.

[15]  Charles T. Loop,et al.  Approximating Catmull-Clark subdivision surfaces with bicubic patches , 2008, TOGS.

[16]  Jörg Peters,et al.  Patching Catmull-Clark meshes , 2000, SIGGRAPH.

[17]  Jörg Peters,et al.  GPU smoothing of quad meshes , 2008, 2008 IEEE International Conference on Shape Modeling and Applications.

[18]  Dinesh Manocha,et al.  Appearance-preserving simplification , 1998, SIGGRAPH.

[19]  Peter Schröder,et al.  Rapid evaluation of Catmull-Clark subdivision surfaces , 2002, Web3D '02.

[20]  Holger Grün Efficient Tessellation On The Gpu Through Instancing , 2005, J. Game Dev..