Realtime Rendering of Parametric Surfaces

(20.07.2008)

Parametric Surfaces, e.g. Bezier surfaces, have a solid mathematical foundation and are used in many areas. However the optimal way of rendering those is not immediately obvious.
Raytracing the surface directly has to deal with numerical instabilities, especially near silhouettes. Therefore most applications tesselate the surface into a triangle mesh. This usually implies a compromise between quality and speed/memory consumption.
An interesting approach is the REYES algorithm, which tesselates the parametric surface for each frame. It aims to generate triangles such that each triangle has an area of approximately one pixel on screen.
This provides a sampling of the geometry, that is close to perfect; However it is computationally very expensive. It is the goal of this project to develop an algorithm similar to REYES that works on modern GPUs to bring the qualitative advantages to real-time applications.

Papers at LGDV

Real-Time View-Dependent Rendering of Parametric Surfaces
Real-Time View-Dependent Rendering of Parametric Surfaces
  • Christian Eisenacher, Quirin Meyer, Charles Loop
  • I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
  • 2009; S. 137-143; ISBN: 978-1-60558-429-4;
Data-parallel Micropolygon Rasterization
Data-parallel Micropolygon Rasterization
Real-time Patch-Based Sort-Middle Rendering on Massively Parallel Hardware
Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces
Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces
  • Matthias Nießner, Charles Loop, Mark Meyer, Tony DeRose
  • ACM Transactions on Graphics
  • 2012; S. N/A;
Effective Back-Patch Culling for Hardware Tessellation
Effective Back-Patch Culling for Hardware Tessellation
VIEW-DEPENDENT RENDERING OF PARAMETRIC SURFACES

Partners

  • Microsoft Research