نتایج جستجو برای: irregular tessellation
تعداد نتایج: 33047 فیلتر نتایج به سال:
Bézier surfaces are widely used in computer graphics applications. Rendering of such surfaces is commonly performed by tessellation. In order to generate less triangles for high quality surfaces, adaptive tessellation algorithms are better. The geometric tests used by these algorithms perform vector computations of high latency that decreases the performance of the algorithm. We propose an adap...
A new adaptive tessellation method for general CatmullClark subdivision surfaces is presented. Development of the new method is based on the observation that optimum adaptive tessellation for rendering purpose is a recursive error evaluation and globalization process. The adaptive tessellation process is done by generating an inscribing polyhedron to approximate the limit surface for each indiv...
The paper presents the results obtained by an implementation of the interval tessellation-based model for categorization of geographic regions according to the analysis of the relief function declivity, called ICTM (Interval Categorizer Tessellation-based Model). The analysis of the relief declivity, which is embedded in the rules of the model, categorizes each tessellation cell, with respect t...
With a greater number of real-time graphics applications moving over to parametric surfaces from the polygonal domain, there is an inherent need to address various rendering bottlenecks that could hamper the move. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations ...
Displacement mapping is a technique for applying fine geometric detail to a simpler base surface. The displacement is often specified as a scalar function which makes it relatively easy to increase visual complexity without the difficulties inherent in more general modeling techniques. We would like to use displacement mapping in real-time applications. Ideally, a graphics accelerator should cr...
Compact surface descriptions like higher-order surfaces are popular representations for both modeling and animation. However, for fast graphics-hardware-assisted rendering, they usually need to be converted to triangle meshes. In this paper, we introduce a new framework for performing on-the-fly crack-free adaptive tessellation of surface primitives completely on the GPU. Utilizing CUDA and its...
We propose a new method of teaching the principles of geometry to design students. The students focus on a field of design in which geometry is the design: tessellation. We review different approaches to geometry and the field of tessellation before we discuss the setup of the course. Instead of employing 2D drawing tools, such as Adobe Illustrator, the students define their tessellation in mat...
In this paper, we construct an algorithm for determining whether a given tessellation on a sphere is a spherical Laguerre Voronoi diagram or not. For spherical Laguerre tessellations, not only the locations of the Voronoi generators, but also their weights are required to recover. However, unlike the ordinary spherical Voronoi diagram, the generator set is not unique, which makes the problem di...
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