Real-Time Rendering Techniques with Hardware Tessellation.

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Title: Real-Time Rendering Techniques with Hardware Tessellation.
Authors: Nießner, M.1 niessner@cs.stanford.edu, Keinert, B.2 benjamin.keinert@cs.fau.de, Fisher, M.1 mdfisher@stanford.edu, Stamminger, M.2 marc.stamminger@cs.fau.de, Loop, C.3 cloop@microsoft.com, Schäfer, H.2 henry.schaefer@cs.fau.de
Source: Computer Graphics Forum. Feb2016, Vol. 35 Issue 1, p113-137. 25p. 6 Color Photographs, 1 Black and White Photograph, 20 Diagrams, 4 Charts, 1 Graph.
Subjects: Real-time rendering (Computer graphics), Rendering (Computer graphics), Computer graphics research, Tessellations (Mathematics), Graphics processing units
Abstract: Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well-established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Real-Time Rendering Techniques with Hardware Tessellation.
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  Data: <searchLink fieldCode="AR" term="%22Nießner%2C+M%2E%22">Nießner, M.</searchLink><relatesTo>1</relatesTo><i> niessner@cs.stanford.edu</i><br /><searchLink fieldCode="AR" term="%22Keinert%2C+B%2E%22">Keinert, B.</searchLink><relatesTo>2</relatesTo><i> benjamin.keinert@cs.fau.de</i><br /><searchLink fieldCode="AR" term="%22Fisher%2C+M%2E%22">Fisher, M.</searchLink><relatesTo>1</relatesTo><i> mdfisher@stanford.edu</i><br /><searchLink fieldCode="AR" term="%22Stamminger%2C+M%2E%22">Stamminger, M.</searchLink><relatesTo>2</relatesTo><i> marc.stamminger@cs.fau.de</i><br /><searchLink fieldCode="AR" term="%22Loop%2C+C%2E%22">Loop, C.</searchLink><relatesTo>3</relatesTo><i> cloop@microsoft.com</i><br /><searchLink fieldCode="AR" term="%22Schäfer%2C+H%2E%22">Schäfer, H.</searchLink><relatesTo>2</relatesTo><i> henry.schaefer@cs.fau.de</i>
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Feb2016, Vol. 35 Issue 1, p113-137. 25p. 6 Color Photographs, 1 Black and White Photograph, 20 Diagrams, 4 Charts, 1 Graph.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Rendering+%28Computer+graphics%29%22">Rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+graphics+research%22">Computer graphics research</searchLink><br /><searchLink fieldCode="DE" term="%22Tessellations+%28Mathematics%29%22">Tessellations (Mathematics)</searchLink><br /><searchLink fieldCode="DE" term="%22Graphics+processing+units%22">Graphics processing units</searchLink>
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  Data: Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well-established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – SubjectFull: Tessellations (Mathematics)
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              Text: Feb2016
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