Synthesizing Subdivision Meshes using Real Time Tessellation
Matthias Holländer and Tamy Boubekeur IEEE Pacific Graphics 2010
Real time adaptive GPU subdivision meshes (2 frames on the right) from a dynamic coarse mesh (left).
Abstract
We propose a new GPU method for synthesizing subdivision meshes with
exact adaptive geometry in real time.
Our GPU kernel builds upon precomputed tables of basis
functions for subdivision surfaces and is therefore supporting all
subdivision schemes, either interpolating or approximating,
for triangle or quad meshes. We designed our kernel so that it can be
integrated seamlessly within a standard tessellation pipeline, exploiting
software or hardware (adaptive) tessellation methods. We make use of
the tessellator unit as an adaptive mesher for maximum subdivision
level, exploiting the linear nature of subdivision surfaces to enable
arbitrary level of detail adaptivity and
%extend the idea of Subdivision Shading to control the visual smoothness using the same tables as
control the visual smoothness using Subdivision Shading by applying
the same tables as for
geometry. We evaluate our kernel on a
variety of dynamic meshes and compare it to subdivision substitutes.
Resources
BibTex Reference: @InProceedings{Hollander:2010:SSM,
author = {Matthias Holländer and Tamy Boubekeur},
title = {Synthesizing Subdivision Meshes using Real Time Tessellation},
booktitle ={IEEE Pacific Graphics},
year = {2010},
}
Related publications
The complete list of our projects on real time tessellation and applications is available here, with papers, presentations and demos.