Real-time Procedural Resurfacing Using GPU Mesh Shader
dc.contributor.author | Raad, Josué | en_US |
dc.contributor.author | Delon, Arthur | en_US |
dc.contributor.author | Ribardière, Mickaël | en_US |
dc.contributor.author | Meneveaux, Daniel | en_US |
dc.contributor.author | Gilet, Guillaume | en_US |
dc.contributor.editor | Bousseau, Adrien | en_US |
dc.contributor.editor | Day, Angela | en_US |
dc.date.accessioned | 2025-05-09T09:16:16Z | |
dc.date.available | 2025-05-09T09:16:16Z | |
dc.date.issued | 2025 | |
dc.description.abstract | Real-time rendering of complex environments and detailed objects is challenging due to the geometric generation cost and its associated memory requirements. Traditional methods often rely on precomputed procedural details, limiting flexibility and realtime interaction. Although state-of-the-art approaches have addressed these questions, they frequently fall short in providing dynamic, high-fidelity surface transformations. This article presents a novel real-time procedural mesh resurfacing method that utilizes GPU mesh shaders to generate a wide range of geometrical appearances directly in place of a base control mesh. Our approach enables on-the-fly procedural geometry generation, allowing for the creation of new explicit geometric surfaces, fine control over geometric adjustments, and dynamic level of detail management. Procedural parameters can be accurately driven in real time by explicit control maps or arbitrary user inputs. The proposed technique reduces VRAM usage and power consumption, offering competitive performance compared to traditional pipelines. Comparative evaluations demonstrate that it enables a significantly higher number of primitives to be rendered in real-time without being limited by GPU memory. The key advantage of the proposed resurfacing framework lies in its ability to fully control dynamic generation of surfaces at rendertime. | en_US |
dc.description.number | 2 | |
dc.description.sectionheaders | Real-Time Rendering: Fast, Furious, and Accurate | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 44 | |
dc.identifier.doi | 10.1111/cgf.70075 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 12 pages | |
dc.identifier.uri | https://doi.org/10.1111/cgf.70075 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.1111/cgf70075 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Hardware → GPUs and Graphics Hardware; Rendering → Real-time Rendering; Computing methodologies → Mesh geometry models | |
dc.subject | Hardware → GPUs and Graphics Hardware | |
dc.subject | Rendering → Real | |
dc.subject | time Rendering | |
dc.subject | Computing methodologies → Mesh geometry models | |
dc.title | Real-time Procedural Resurfacing Using GPU Mesh Shader | en_US |