DocumentCode
578991
Title
Analysis and Implementation of Local Subdivision Algorithms in the GPU
Author
Nunes, Gustavo ; Braga, Rodrigo ; Valdetaro, Alexandre ; Raposo, Alberto ; Feijó, Bruno
Author_Institution
Dept. of Inf., Pontifical Catholic Univ. of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil
fYear
2011
fDate
7-9 Nov. 2011
Firstpage
101
Lastpage
113
Abstract
Being able to refine a mesh without comprimising the memory bandwidth is a powerful tool that might be explored with the new Tessellator part of the graphics pipeline. In this paper we provide a detailed implementation of two local subdivision algorithms - PN-Triangles and Phong Tessellation - using the new Tessellator pipeline. Moreover, a explicit quality and performance comparison between both algorithms is made. Our results showed that Phong Tessellation has a considerable performance gain in comparison with PN-Triangles when implemented in the current Tessellation hardware. However, the visual quality of PN-Triangles algorithm is visually smoother.
Keywords
computational geometry; graphics processing units; GPU; PN-Triangles; Phong Tessellation; Tessellator pipeline; graphics pipeline; local subdivision algorithms; memory bandwidth; Algorithm design and analysis; Games; Geometry; Graphics processing units; Interpolation; Mathematical model; Pipelines; DirectX11; Memory Bandwidth; OpenGL4; PN-Triangles; Phong Tessellation; Shader Model 5.0; Subdivision Surfaces; Tessellator;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Digital Entertainment (SBGAMES), 2011 Brazilian Symposium on
Conference_Location
Salvador
ISSN
2159-6654
Print_ISBN
978-1-4673-0797-0
Type
conf
DOI
10.1109/SBGAMES.2011.40
Filename
6363223
Link To Document