Approximation of Loop Subdivision Surfaces for Fast Rendering

被引:7
|
作者
Li, Guiqing [1 ]
Ren, Canjiang [2 ]
Zhang, Jiahua [3 ]
Ma, Weiyin [4 ]
机构
[1] S China Univ Technol, Sch Comp Sci & Engn, Guangzhou 510640, Guangdong, Peoples R China
[2] S China Univ Technol, Guangzhou Higher Educ Mega Ctr, Sch Comp Sci & Engn, Guangzhou 510006, Guangdong, Peoples R China
[3] Hong Kong Polytech Univ, Dept Comp, Kowloon, Hong Kong, Peoples R China
[4] City Univ Hong Kong, Dept Mfg Engn & Engn Management, Kowloon, Hong Kong, Peoples R China
关键词
Subdivision surfaces; graphics processors (GPU); Bezier patches; tessellation; surface approximation;
D O I
10.1109/TVCG.2010.83
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
This paper describes an approach to the approximation of Loop subdivision surfaces for real-time rendering. The approach consists of two phases, which separately construct the approximation geometry and the normal field of a subdivision surface. It first exploits quartic triangular Bezier patches to approximate the geometry of the subdivision surface by interpolating a grid of sampled points. To remedy the artifact of discontinuity of normal fields between adjacent patches, a continuous normal field is then reconstructed by approximating the tangent vector fields of the subdivision surfaces with quartic triangular Bezier patches. For regular triangles, the approach reproduces the associated subdivision patches, quartic three-directional box splines.
引用
收藏
页码:500 / 514
页数:15
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