Identity statement area
Reference TypeConference Paper (Conference Proceedings)
Last Update2007: administrator
Metadata Last Update2020: administrator
Citation KeyToledoWangLevy:2007:GeTe
TitleGeometry Textures
FormatPrinted, On-line.
DateOct. 7-10, 2007
Access Date2021, Jan. 19
Number of Files1
Size5724 KiB
Context area
Author1 Toledo, Rodrigo de
2 Wang, Bin
3 Levy, Bruno
Affiliation1 Tecgraf, PUC-Rio
2 Tsinghua University
EditorFalcão, Alexandre Xavier
Lopes, Hélio Côrtes Vieira
Conference NameBrazilian Symposium on Computer Graphics and Image Processing, 20 (SIBGRAPI)
Conference LocationBelo Horizonte
Book TitleProceedings
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Tertiary TypeFull Paper
History2007-07-31 21:32:02 :: -> administrator ::
2007-08-02 21:17:43 :: administrator -> ::
2008-07-17 14:09:43 :: -> administrator ::
2009-08-13 20:38:28 :: administrator -> banon ::
2010-08-28 20:02:29 :: banon -> administrator ::
2020-02-19 03:06:19 :: administrator -> :: 2007
Content and structure area
Is the master or a copy?is the master
Content Stagecompleted
Content TypeExternal Contribution
Keywordsmesosctructure, ray casting, GPU, height map, partitioning.
AbstractThe goal of geometry textures is to interactively display finely tessellated geometric models. Nowadays, models with millions of triangles still cannot be directly rendered by graphics cards without using elaborate acceleration methods. The large number of triangles overloads the vertex pipeline of the GPU. In our work, the geometry is no longer represented by polygons and the main rendering effort is on the pixel pipeline, alleviating the vertex one, thus allowing a significant increase in performance. Transferring the workload to the pixel pipeline brings the benefit of a natural LOD, since rendering time is proportional to the number of rendered pixels. Therefore, when a complex object is far away from the viewer, less computation must be done.
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Target Filesibgrapi07_geo_tex.pdf
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