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Rendering Displaced Subdivision SurfacesMaster-ThesisThe objective of this work is to render (Catmull-Clark) subdivision surfaces in realtime. To achieve this, the initial control polygon will be tesselated directly on the GPU using CUDA with a breadth-first approach. The resulting mesh will then be displayed using OpenGL.
The main challenge will be to keep memory requirements and computational cost for the tesselation itself and the transfer overheads between CUDA and OpenGL reasonable. The idea is to adaptively refine the mesh and only create new faces where necessary. We will first focus on the tesselation itself and then experiment with various model- and view-dependent metrics, especially in the context of displacement mapping. Advisor(s)
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