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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, 29(6): 1014-1025. DOI: 10.1007/s11390-014-1486-x
Citation: 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, 29(6): 1014-1025. DOI: 10.1007/s11390-014-1486-x

Feature-Adaptive Rendering of Loop Subdivision Surfaces on Modern GPUs

Funds: 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.
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  • Author Bio:

    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.

  • Received Date: December 16, 2013
  • Revised Date: May 13, 2014
  • Published Date: November 04, 2014
  • 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.
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