Real-time creased approximate subdivision surfaces

Denis Kovacs, Jason Mitchell, Shanon Drone, Denis Zorin

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

20 Citations (Scopus)

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
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
Publication statusPublished - 2009
Externally publishedYes
Event2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2009 - Boston, MA, United States
Duration: 27 Feb 20091 Mar 2009

Publication series

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

Conference

Conference2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2009
Country/TerritoryUnited States
CityBoston, MA
Period27/02/091/03/09

Keywords

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

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