skip to main content
10.1145/2699276.2699282acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedingsconference-collections
research-article

Dynamic feature-adaptive subdivision

Published:27 February 2015Publication History

ABSTRACT

Feature-adaptive subdivision (FAS) is one of the state-of-the art real-time rendering methods for subdivision surfaces on modern GPUs. It enables efficient and accurate rendering of subdivision surfaces in many interactive applications, such as video games or authoring tools. In this paper, we present dynamic feature-adaptive subdivision (DFAS), which improves upon FAS by enabling an independent subdivision depth for every irregularity. Our subdivision kernels fill a dynamic patch buffer on-the-fly with the appropriate number of patches corresponding to the chosen level-of-detail scheme. By reducing the number of generated and processed patches, DFAS significantly improves upon the performance of static FAS.

Skip Supplemental Material Section

Supplemental Material

p31-schaefer.mp4

mp4

55 MB

References

  1. Andrews, J., and Baker, N. 2006. Xbox 360 System Architecture. IEEE Micro 26, 2, 25--37. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Bolz, J., and Schröder, P. 2002. Rapid Evaluation of Catmull-Clark Subdivision Surfaces. In Proceeding of the International Conference on 3D Web Technology, 11--17. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Bunnell, M. 2005. Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping. In GPU Gems 2. 109--122.Google ScholarGoogle Scholar
  4. Catmull, E., and Clark, J. 1978. Recursively Generated B-Spline Surfaces on Arbitrary Topological Meshes. Computer-aided design 10, 6, 350--355.Google ScholarGoogle Scholar
  5. DeRose, T., Kass, M., and Truong, T. 1998. Subdivision Surfaces in Character Animation. In Proceedings of SIGGRAPH 98, Annual Conference Series, ACM, 85--94. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Doo, D., and Sabin, M. 1978. Behaviour of recursive division surfaces near extraordinary points. Computer-Aided Design 10, 6, 356--360.Google ScholarGoogle ScholarCross RefCross Ref
  7. Eisenacher, C., Meyer, Q., and Loop, C. 2009. Real-Time View-Dependent Rendering of Parametric Surfaces. In Proceedings of I3D'09, 137--143. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Fisher, M., Fatahalian, K., Boulos, S., Akeley, K., Mark, W. R., and Hanrahan, P. 2009. DiagSplit: Parallel, Crack-Free, Adaptive Tessellation for Micropolygon Rendering. In ACM Transactions on Graphics (TOG), vol. 28, ACM, 150. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Halstead, M., Kass, M., and DeRose, T. 1993. Efficient, Fair Interpolation using Catmull-Clark Surfaces. In Proceedings of SIGGRAPH 93, Annual Conference Series, ACM, 35--44. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Loop, C., and Schaefer, S. 2008. Approximating Catmull-Clark Subdivision sSurfaces with Bicubic Patches. ACM Transactions on Graphics (TOG) 27, 1, 8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Loop, C., Schaefer, S., Ni, T., and Castaño, I. 2009. Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation. In ACM Transactions on Graphics (TOG), vol. 28, ACM, 151. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Loop, C. 1987. Smooth Subdivision Surfaces Based on Triangles.Google ScholarGoogle Scholar
  13. Microsoft Corporation, 2009. Direct3D 11 Features. http://msdn.microsoft.com/en-us/library/ff476342(VS.85).aspx.Google ScholarGoogle Scholar
  14. Moreton, H. 2001. Watertight Tessellation using Forward Differencing. In HWWS '01: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, ACM, New York, NY, USA, 25--32. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Myles, A., Ni, T., and Peters, J. 2008. Fast Parallel Construction of Smooth Surfaces from Meshes with Tri/Quad/Pent Facets. Computer Graphics Forum 27, 5, 1365--1372. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Myles, A., Yeo, Y. I., and Peters, J. 2008. GPU Conversion of Quad Meshes to Smooth Surfaces. In SPM '08: ACM Symposium on Solid and Physical Modeling, 321--326. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Ni, T., Yeo, Y. I., Myles, A., Goel, V., and Peters, J. 2008. GPU Smoothing of Quad Meshes. In SMI '08: IEEE International Conference on Shape Modeling and Applications, 3--9.Google ScholarGoogle Scholar
  18. Ni, T., Castaño, I., Peters, J., Mitchell, J., Schneider, P., and Verma, V. 2009. Efficient substitutes for subdivision surfaces. In ACM SIGGRAPH 2009 Courses, ACM, 13. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Niessner, M., and Loop, C. 2013. Analytic Displacement Mapping using Hardware Tessellation. ACM Transactions on Graphics (TOG) 32, 3, 26. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Niessner, M., Loop, C., Meyer, M., and DeRose, T. 2012. Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces. ACM Transactions on Graphics (TOG) 31, 1, 6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Niessner, M., Loop, C. T., and Greiner, G. 2012. Efficient Evaluation of Semi-Smooth Creases in Catmull-Clark Subdivision Surfaces. In Eurographics (Short Papers), EG, 41--44.Google ScholarGoogle Scholar
  22. Niessner, M. 2013. Rendering Subdivision Surfaces using Hardware Tessellation. Dissertation, Computer Graphics Group, Department of Computer Science, University of Erlangen-Nuremberg, Germany. Verlag Dr. Hut, Munich, Germany.Google ScholarGoogle Scholar
  23. Nvidia, C. 2007. Compute unified device architecture programming guide.Google ScholarGoogle Scholar
  24. Patney, A., Ebeida, M. S., and Owens, J. D. 2009. Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces. In HPG '09: Proceedings of the Conference on High Performance Graphics 2009, ACM, New York, NY, USA, 99--108. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Pixar Animation Studios, 2005. The RenderMan Interface version 3.2.1. (https://renderman.pixar.com/products/rispec/-index.htm).Google ScholarGoogle Scholar
  26. Schäfer, H., Niessner, M., Keinert, B., Stamminger, M., and Loop, C. 2014. State of the Art Report on Real-time Rendering with Hardware Tessellation. In Eurographics 2014 (State of the Art Reports), Wiley, 93--117.Google ScholarGoogle Scholar
  27. Schwarz, M., and Stamminger, M. 2009. Fast GPU-based Adaptive Tessellation with CUDA. Computer Graphics Forum 28, 2, 365--374.Google ScholarGoogle ScholarCross RefCross Ref
  28. Shiue, L.-J., Jones, I., and Peters, J. 2005. A realtime GPU subdivision kernel. ACM Transactions on Graphics (TOG) 24, 3, 1010--1015. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Stam, J. 1998. Exact Evaluation of Catmull-Clark Subdivision Surfaces at Arbitrary Parameter Values. In Proceedings SIGGRAPH 98, Annual Conference Series, ACM, 395--404. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Vlachos, A., Peters, J., Boyd, C., and Mitchell, J. L. 2001. Curved PN triangles. In Proceedings of I3D'01, ACM, 159--166. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Yeo, Y. I., Bin, L., and Peters, J. 2012. Efficient pixel-accurate rendering of curved surfaces. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, ACM, 165--174. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Dynamic feature-adaptive subdivision

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        i3D '15: Proceedings of the 19th Symposium on Interactive 3D Graphics and Games
        February 2015
        133 pages
        ISBN:9781450333924
        DOI:10.1145/2699276

        Copyright © 2015 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 27 February 2015

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate148of485submissions,31%

        Upcoming Conference

        I3D '24
        Symposium on Interactive 3D Graphics and Games
        May 8 - 10, 2024
        Philadelphia , PA , USA

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader