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Catmull-Clark subdivision for geometry shaders

Published:29 October 2007Publication History

ABSTRACT

Subdivision surfaces possess many appealing properties applicable to interactive computer graphics. However, the necessity to access a variable-sized neighborhood in a control mesh makes it difficult to efficiently accelerate tessellation calculations in graphics hardware. The paper addresses this problem in two ways. First, it proposes a simple and inexpensive calculation scheme for the tessellation of Catmull-Clark subdivision surfaces which can be implemented in a geometry shader. It operates on the shader's vertex input only and does not require external texture memory access or multi-pass processing for tessellation. Second, the paper presents an extension to the post-transform and lighting (T'n'L) vertex cache operation that efficiently accelerates the processing of variable-size primitives serving as input for the geometry shader. We demonstrate on-chip tessellation of Catmull-Clark subdivision surfaces on an embedded hardware implementation. The described calculation scheme will be implementable on desktop hardware if limitations on the maximal input primitive size for the geometry shader are relaxed.

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            cover image ACM Conferences
            AFRIGRAPH '07: Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
            October 2007
            215 pages
            ISBN:9781595939067
            DOI:10.1145/1294685

            Copyright © 2007 ACM

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            New York, NY, United States

            Publication History

            • Published: 29 October 2007

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            Overall Acceptance Rate47of90submissions,52%

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