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Journal of Computer Science and Technology 2014, Vol. 29 Issue (6) :1014-1025    DOI: 10.1007/s11390-014-1486-x
Computer Graphics and Multimedia << Previous Articles | Next Articles >>
特征自适应的Loop细分曲面GPU绘制
Yun-Cen Huang1(黄韵岑), Member, CCF, Jie-Qing Feng1(冯结青), Senior Member, CCF, Matthias NieBner2, Member, ACM, Yuan-Min Cui1(崔元敏), Member, CCF, Baoguang Yang3(杨宝光)
1 State Key Laboratory of CAD&CG, Zhejiang University, Hangzhou 310058, China;
2 Computer Graphics Laboratory, Stanford University, Stanford, CA 94305, U.S.A.;
3 Qualcomm Technologies Incorporation, San Diego, CA 92121, U.S.A.
Feature-Adaptive Rendering of Loop Subdivision Surfaces on Modern GPUs
Yun-Cen Huang1(黄韵岑), Member, CCF, Jie-Qing Feng1(冯结青), Senior Member, CCF, Matthias NieBner2, Member, ACM, Yuan-Min Cui1(崔元敏), Member, CCF, Baoguang Yang3(杨宝光)
1 State Key Laboratory of CAD&CG, Zhejiang University, Hangzhou 310058, China;
2 Computer Graphics Laboratory, Stanford University, Stanford, CA 94305, U.S.A.;
3 Qualcomm Technologies Incorporation, San Diego, CA 92121, U.S.A.

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摘要 本文提出了一个利用图形硬件实时绘制Loop细分曲面的新算法,可以精确计算Loop细分极限曲面的采样点位置和法向.算法的核心思想是使用GPU计算线程递归地细分不规则曲面片;并利用硬件细分单元直接计算绘制各层次的规则曲面片.本文的算法以任意拓扑结构的三角控制网格作为输入,并且能处理常见的细分曲面特征,如半尖锐折痕和分层次编辑;所绘制的Loop细分曲面能达到机器精度.由于位移映射要求曲面片之间的法向严格相等,本文提出了一个使相邻曲面片边界上的采样点的位置和法向能够按位相等的算法,因此,所生成的细分曲面可以适用于位移映射.在本文的框架下,我们还提出了一个基于视点的细节层次高效绘制Loop细分曲面的算法,实时根据视点的远近自适应地调整细分深度和细分密度.实验结果表明,本文提出的算法能实时绘制高质量细分曲面,适用于三维游戏、角色创作等各种实时绘制应用.
关键词实时绘制   Loop细分曲面   硬件细分着色器     
Abstract: We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using the hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires matching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.
Keywordsreal-time rendering   Loop subdivision surface   hardware tessellation     
Received 2013-12-17;
本文基金:

This work was supported by the National Natural Science Foundation of China under Grant No. 61170138 and the Program for New Century Excellent Talents in University of China under Grant No. NCET-10-0728.

About author: Yun-Cen Huang obtained her B.S. degree in computer science and technology from Fuzhou University in 2010. She is currently a Ph.D. candidate in the State Key Lab of CAD&CG, Zhejiang University, Hangzhou. Her current research interests include displacement mapping, GPU rendering, and geometry modeling.
引用本文:   
Yun-Cen Huang, Jie-Qing Feng, Matthias NieBner, Yuan-Min Cui, Baoguang Yang .特征自适应的Loop细分曲面GPU绘制[J]  Journal of Computer Science and Technology , 2014,V29(6): 1014-1025
Yun-Cen Huang, Jie-Qing Feng, Matthias NieBner, Yuan-Min Cui, Baoguang Yang .Feature-Adaptive Rendering of Loop Subdivision Surfaces on Modern GPUs[J]  Journal of Computer Science and Technology, 2014,V29(6): 1014-1025
链接本文:  
http://jcst.ict.ac.cn:8080/jcst/CN/10.1007/s11390-014-1486-x
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