2015
DOI: 10.1111/cgf.12714
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Real‐Time Rendering Techniques with Hardware Tessellation

Abstract: 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 GP… Show more

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Cited by 24 publications
(19 citation statements)
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“…During the tessellation stage, a coarse input patch can be subdivided into many smaller primitives on the fly, which is very efficient and can save much memory [58]. This property is very suitable for displacement mapping with height maps [59], and an increasing number of researchers are focusing on how to apply GPU tessellation to terrain rendering. Fernandes and Oliveira [60] broke the planar input mesh into subpatches with equal size to obtain a terrain model with variable densities.…”
Section: Gpu Tessellationmentioning
confidence: 99%
“…During the tessellation stage, a coarse input patch can be subdivided into many smaller primitives on the fly, which is very efficient and can save much memory [58]. This property is very suitable for displacement mapping with height maps [59], and an increasing number of researchers are focusing on how to apply GPU tessellation to terrain rendering. Fernandes and Oliveira [60] broke the planar input mesh into subpatches with equal size to obtain a terrain model with variable densities.…”
Section: Gpu Tessellationmentioning
confidence: 99%
“…To take advantage of this disparity, we compute A on coarse grids, and we compute η on a viewer-dependent adaptivelyrefined detailed mesh. Specifically, our GPU-optimized version uses hardware tesselation [Nießner et al 2016] to compute an adaptive triangle mesh with vertex positions determined by η, and it computes the surface normals in a pixel shader using the analytic spatial derivatives of η.…”
Section: Algorithm Summarymentioning
confidence: 99%
“…If the model is to be used in a low‐resource environment, such as a game or an augmented‐reality application, the geometric details are then “baked” into an image, and only the low resolution geometry is used at runtime. The details are rendered as normal maps or bump maps, and more recently, by using hardware tessellation, as displacement maps [NKF*16].…”
Section: Introductionmentioning
confidence: 99%