Tianyun Ni, Young In Yeo, A. Myles, V. Goel, J. Peters
{"title":"四边形网格的GPU平滑","authors":"Tianyun Ni, Young In Yeo, A. Myles, V. Goel, J. Peters","doi":"10.1109/SMI.2008.4547938","DOIUrl":null,"url":null,"abstract":"We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9times9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. The smooth surface is piecewise polynomial and has well-defined normals everywhere. The evaluation avoids pixel dropout.","PeriodicalId":118774,"journal":{"name":"2008 IEEE International Conference on Shape Modeling and Applications","volume":"42 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"28","resultStr":"{\"title\":\"GPU smoothing of quad meshes\",\"authors\":\"Tianyun Ni, Young In Yeo, A. Myles, V. Goel, J. Peters\",\"doi\":\"10.1109/SMI.2008.4547938\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9times9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. The smooth surface is piecewise polynomial and has well-defined normals everywhere. The evaluation avoids pixel dropout.\",\"PeriodicalId\":118774,\"journal\":{\"name\":\"2008 IEEE International Conference on Shape Modeling and Applications\",\"volume\":\"42 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-06-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"28\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 IEEE International Conference on Shape Modeling and Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SMI.2008.4547938\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 IEEE International Conference on Shape Modeling and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SMI.2008.4547938","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9times9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. The smooth surface is piecewise polynomial and has well-defined normals everywhere. The evaluation avoids pixel dropout.