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 :
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