Real‐Time Rendering Techniques with Hardware Tessellation

dc.contributor.authorNießner, M.en_US
dc.contributor.authorKeinert, B.en_US
dc.contributor.authorFisher, M.en_US
dc.contributor.authorStamminger, M.en_US
dc.contributor.authorLoop, C.en_US
dc.contributor.authorSchäfer, H.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-03-01T14:13:09Z
dc.date.available2016-03-01T14:13:09Z
dc.date.issued2016en_US
dc.description.abstractGraphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time.Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage.en_US
dc.description.number1en_US
dc.description.sectionheadersArticlesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume35en_US
dc.identifier.doi10.1111/cgf.12714en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12714en_US
dc.publisherCopyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCurves and surfacesen_US
dc.subjectmodellingen_US
dc.subjectsubdivision surfacesen_US
dc.subjectmodellingen_US
dc.subjectreal‐time renderingen_US
dc.subjectrenderingen_US
dc.titleReal‐Time Rendering Techniques with Hardware Tessellationen_US
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