• 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