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GRAPHICSINTERFACE
2008

PNG1 triangles for tangent plane continuous surfaces on the GPU

14 years 27 days ago
PNG1 triangles for tangent plane continuous surfaces on the GPU
Improving the visual appearance of coarse triangle meshes is usually done with graphics hardware with per-pixel shading techniques. Improving the appearance at silhouettes is inherently hard, as shading has only a small influence there and the geometry must be corrected. With the new geometry shader stage released with DirectX 10, the functionality to generate new primitives from an input primitive is available. Also the shader can access a restricted primitive neighborhood. In this paper, we present a curved surface patch that can deal with this restricted data available in the geometry shader. A surface patch is defined over a triangle with its vertex normals and the three edge neighbor triangles. Compared to PN triangles, which define a curved patch using just the triangle with its vertex normals, our surface patch is G1 continuous with its three neighboring patches. The patch is obtained by blending two cubic B
Christoph Fünfzig, Kerstin Müller, Diann
Added 29 Oct 2010
Updated 29 Oct 2010
Type Conference
Year 2008
Where GRAPHICSINTERFACE
Authors Christoph Fünfzig, Kerstin Müller, Dianne Hansford, Gerald E. Farin
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