Approximation of Loop Subdivision Surfaces for Fast Rendering.

IEEE Transactions on Visualization and Computer Graphics(2011)

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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 firstly exploits quartic triangular Bézier 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 Bézier patches. For regular triangles, the approach reproduces the associated subdivision patches, quartic 3-directional box splines.
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关键词
tangent vector field,graphics processors (gpu),loop subdivision surfaces,subdivision surface,tessellation,interpolation,approximation theory,loop subdivision surface,subdivision surfaces,normal field,loop subdivision surface approximation,fast rendering,zier patch,quartic three-directional box spline,surface fitting,computational geometry,rendering (computer graphics),quartic triangular bezier patches,associated subdivision patch,sampled points interpolation,quartic triangular b,bézier patches,real-time rendering,splines (mathematics),quartic three-directional box splines,continuous normal field,approximation geometry,surface approximation.,hardware,graphics,geometry,mesh generation,surface reconstruction,real time rendering,computer architecture,computer graphic,acceleration
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