Real-time Procedural Resurfacing Using GPU Mesh Shader

dc.contributor.authorRaad, Josuéen_US
dc.contributor.authorDelon, Arthuren_US
dc.contributor.authorRibardière, Mickaëlen_US
dc.contributor.authorMeneveaux, Danielen_US
dc.contributor.authorGilet, Guillaumeen_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:16:16Z
dc.date.available2025-05-09T09:16:16Z
dc.date.issued2025
dc.description.abstractReal-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.number2
dc.description.sectionheadersReal-Time Rendering: Fast, Furious, and Accurate
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70075
dc.identifier.issn1467-8659
dc.identifier.pages12 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70075
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70075
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Hardware → GPUs and Graphics Hardware; Rendering → Real-time Rendering; Computing methodologies → Mesh geometry models
dc.subjectHardware → GPUs and Graphics Hardware
dc.subjectRendering → Real
dc.subjecttime Rendering
dc.subjectComputing methodologies → Mesh geometry models
dc.titleReal-time Procedural Resurfacing Using GPU Mesh Shaderen_US
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