Rendering Curved Triangles on the GPU
This Thesis presents a new approach to render triangular Bézier patches in real time. The goal is to achieve a very good visual quality, avoid artifacts in the silhouette, and get in nite detail. Our approach consists in a ray casting technique to render tri- angular B ezier patches in real time. It...
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| Tipo de recurso: | tesis de maestría |
| Fecha de publicación: | 2010 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2099.1/11302 |
| Acceso en línea: | https://hdl.handle.net/2099.1/11302 |
| Access Level: | acceso abierto |
| Palabra clave: | Real-time programming Computer graphics PN surface Bézier Level of detail Ray casting GPU Programació en temps real Infografia Àrees temàtiques de la UPC::Informàtica::Infografia |
| Sumario: | This Thesis presents a new approach to render triangular Bézier patches in real time. The goal is to achieve a very good visual quality, avoid artifacts in the silhouette, and get in nite detail. Our approach consists in a ray casting technique to render tri- angular B ezier patches in real time. It is based on previous work explained in this document to implement a fast ray-surface intersec- tion technique. This previous work consists in adapting Newton's method to implement the intersections achieving interactive framer- ates ray casting di erent surfaces. The main contributions of our approach are adapting New- ton's method to perform intersections with triangular bicubic B ezier patches and implementing it in GPU to optimize performance using graphics hardware. Finally, we also contribute adapting the normal mapping tech- nique to shade the models and, thus, achieve even greater detail. |
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