Reference TypeConference Proceedings
Citation KeyToledoWangLevy:2007:GeTe
Author1 Toledo, Rodrigo de
2 Wang, Bin
3 Levy, Bruno
Affiliation1 Tecgraf, PUC-Rio
2 Tsinghua University
TitleGeometry Textures
Conference NameBrazilian Symposium on Computer Graphics and Image Processing, 20 (SIBGRAPI)
EditorFalcão, Alexandre Xavier
Lopes, Hélio Côrtes Vieira
Book TitleProceedings
DateOct. 7-10, 2007
Publisher CityLos Alamitos
PublisherIEEE Computer Society
Conference LocationBelo Horizonte
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.
Tertiary TypeFull Paper
FormatPrinted, On-line.
Size5724 KiB
Number of Files1
Target Filesibgrapi07_geo_tex.pdf
Last Update2007: administrator
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