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Feature-Adaptive-Subdivision Surface Rendering

This project demonstrates how we implemented the rendering technique described in the paper “Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces,” in ACM Transactions on Graphics, Vol. Last published: September 13, 2012.

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  • Version:

    1.0

    Date Published:

    7/15/2024

    File Name:

    SubdSmooth8.zip

    File Size:

    7.2 MB

    This project demonstrates how we implemented the rendering technique described in the paper “Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces,” in ACM Transactions on Graphics, Vol. 31, No. 1, Article 6, in January 2012. We use the DirectX compute shader to provide partial subdivision of a control mesh on a GPU. This subdivision occurs only where necessary to generate Bicubic B-Spline patches. These patches then are sent to the hardware tessellator for evaluation and rendering. The resulting surface corresponds exactly to the true Catmull-Clark limit surfaces at triangle vertices, up to machine precision. Furthermore, we are able to render meshes with tagged, semi-sharp edges, as well as hierarchical edits.
  • Supported Operating Systems

    Windows 10, Windows 7, Windows 8

    • Windows 7, Windows 8, or Windows 10
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