Full metadata record
DC poleHodnotaJazyk
dc.contributor.authorLorenz, Haik
dc.contributor.authorDöllner, Jürgen
dc.contributor.editorCunningham, Steve
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-03-27T13:03:49Z
dc.date.available2014-03-27T13:03:49Z
dc.date.issued2008
dc.identifier.citationWSCG '2008: Full Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS, University of West Bohemia Plzen, Czech Republic, February 4 - 7, 2008, p. 97-104.en
dc.identifier.isbn978-80-86943-15-2
dc.identifier.urihttp://wscg.zcu.cz/wscg2008/Papers_2008/full/!_WSCG2008_Full_final.zip
dc.identifier.urihttp://hdl.handle.net/11025/10924
dc.description.abstractThis paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The technique can be applied to any triangulated 3D mesh with arbitrary topology and connectivity. The functionality relies on geometry shaders that are used to amplify or remove geometry based on precalculated refinement patterns. For each triangle, the instantiated refinement pattern is selected dynamically. Due to limitations of current hardware, on-the-fly pattern instantiation cannot be implemented on the GPU. Instead, the complete refined mesh must be generated through pattern copying. We propose an incremental approach where the refined mesh is generated by using the previous refined mesh as primitive source. This algorithm runs exclusively on the GPU and requires no continuous data exchange between CPU and GPU. Due to the necessary mesh generation, the approach is particularly suitable for applications with small refinement levels. It complements traditional pattern-based refinement approaches that deliver high throughput for large refinement levels, but incur a substantial CPU-GPU communication overhead otherwise. Interesting applications include view-dependent mesh smoothing and interactive non-planar projections. In these areas, our algorithm enables efficient vertex-based implementations due to adaptive refinement.en
dc.format8 s., 1 prezentace, 1 videocs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG '2008: Full Papersen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectgeometrická stínidlacs
dc.subjectgrafické procesorycs
dc.subjectreal-time vykreslovánícs
dc.subjectbarycentrické souřadnicecs
dc.titleDynamic Mesh Refinement on GPU using Geometry Shadersen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedgeometry shadersen
dc.subject.translatedgraphic processing unitsen
dc.subject.translatedreal-time renderingen
dc.subject.translatedbarycentric coordinatesen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
Vyskytuje se v kolekcích:WSCG '2008: Full Papers

Soubory připojené k záznamu:
Soubor Popis VelikostFormát 
Lorenz.pdfPlný text1,77 MBAdobe PDFZobrazit/otevřít
C97-1.aviVideo14,56 MBAVIZobrazit/otevřít
C97-2.pdfPrezentace965,32 kBAdobe PDFZobrazit/otevřít


Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam: http://hdl.handle.net/11025/10924

Všechny záznamy v DSpace jsou chráněny autorskými právy, všechna práva vyhrazena.