In this paper we present a method to achieve interactive rendering of smooth terrain based on coarse data. Therefore we use adaptive subdivision surfaces which are calculated on t...
We compare inexact Newton and coordinate descent methods for optimizing the quality of a mesh by repositioning the vertices, where quality is measured by the harmonic mean of the ...
Lori Freitag Diachin, Patrick M. Knupp, Todd S. Mu...
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level features on subdivision surfaces. Displacement mapping is a technique for addi...
We present a method for parameterizing subdivision surfaces in an as-rigid-as-possible fashion. While much work has concentrated on parameterizing polygon meshes, little if any wo...