Real-time creased approximate subdivision surfaces

Denis Kovacs, Jason Mitchell, Shanon Drone, Denis Zorin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

We present an extension of recently developed Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners which are essential for most applications. We discuss the integration of ACC into Valve's Source game engine and analyze performance of our implementation.

Original languageEnglish (US)
Title of host publicationProceedings of I3D 2009
Subtitle of host publicationThe 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Pages155-160
Number of pages6
DOIs
StatePublished - 2009
Event2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2009 - Boston, MA, United States
Duration: Feb 27 2009Mar 1 2009

Publication series

NameProceedings of I3D 2009: The 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games

Other

Other2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2009
CountryUnited States
CityBoston, MA
Period2/27/093/1/09

Keywords

  • GPU tessellation
  • Geometric modeling
  • Hardware rendering
  • Subdivision surfaces
  • Video games

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computational Theory and Mathematics
  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction

Fingerprint Dive into the research topics of 'Real-time creased approximate subdivision surfaces'. Together they form a unique fingerprint.

  • Cite this

    Kovacs, D., Mitchell, J., Drone, S., & Zorin, D. (2009). Real-time creased approximate subdivision surfaces. In Proceedings of I3D 2009: The 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (pp. 155-160). (Proceedings of I3D 2009: The 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games). https://doi.org/10.1145/1507149.1507174