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Real-Time Rendering Techniques with Hardware Tessellation

Published: 01 February 2016 Publication History
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  • 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 GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well-established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time.

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      cover image Computer Graphics Forum
      Computer Graphics Forum  Volume 35, Issue 1
      February 2016
      323 pages
      ISSN:0167-7055
      EISSN:1467-8659
      Issue’s Table of Contents

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      The Eurographs Association & John Wiley & Sons, Ltd.

      Chichester, United Kingdom

      Publication History

      Published: 01 February 2016

      Author Tags

      1. Curves and surfaces
      2. modelling
      3. real-time rendering
      4. rendering
      5. subdivision surfaces

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