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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Detalles Bibliográficos
Autor: Pizarro Lozano, Antonio
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
Descripción
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.