四边形网格的GPU平滑

Tianyun Ni, Young In Yeo, A. Myles, V. Goel, J. Peters
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引用次数: 28

摘要

提出了一种将GPU上的四边形网格转换为光滑曲面的快速算法。具有12,000个输入四边形的网格,其中60%具有一个或多个非4价顶点,以每秒50帧的速度以每四边形9倍的分辨率进行转换,评估和渲染。这种转换尽可能地再现双三次样条,并通过c-patch密切模仿Catmull-Clark细分曲面的形状,其中顶点的价电子不同于4。光滑曲面是分段多项式,并且处处有定义良好的法线。评估避免了像素丢失。
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GPU smoothing of quad meshes
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.
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