Gustavo N. Nunes, Rodrigo Braga, Alexandre Valdetaro, A. Raposo, B. Feijó
{"title":"Analysis and Implementation of Local Subdivision Algorithms in the GPU","authors":"Gustavo N. Nunes, Rodrigo Braga, Alexandre Valdetaro, A. Raposo, B. Feijó","doi":"10.1109/SBGAMES.2011.40","DOIUrl":null,"url":null,"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.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"71 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2011.40","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
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.