Real-time GPU rendering of piecewise algebraic surfaces

被引:52
作者
Loop, Charles [1 ]
Blinn, Jim [1 ]
机构
[1] Microsoft Corp, Res, Redmond, WA 98052 USA
来源
ACM TRANSACTIONS ON GRAPHICS | 2006年 / 25卷 / 03期
关键词
algebraic surface rendering; implicit surface rendering; Bezier tetrahedra; GPU algorithms;
D O I
10.1145/1141911.1141939
中图分类号
TP31 [计算机软件];
学科分类号
081202 [计算机软件与理论]; 0835 [软件工程];
摘要
We consider the problem of real-time GPU rendering of algebraic surfaces defined by Bezier tetrahedra. These surfaces are rendered directly in terms of their polynomial representations, as opposed to a collection of approximating triangles, thereby eliminating tessellation artifacts and reducing memory usage. A key step in such algorithms is the computation of univariate polynomial coefficients at each pixel; real roots of this polynomial correspond to possibly visible points on the surface. Our approach leverages the strengths of GPU computation and is highly efficient. Furthermore, we compute these coefficients in Bernstein form to maximize the stability of root finding, and to provide shader instances with an early exit test based on the sign of these coefficients. Solving for roots is done using analytic techniques that map well to a SIMD architecture, but limits us to fourth order algebraic surfaces. The general framework could be extended to higher order with numerical root finding.
引用
收藏
页码:664 / 670
页数:7
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