Parallel smoothing of quad meshes
University of Florida, Gainesville, FL, USA
The Visual Computer, Vol. 25, No. 8. (1 August 2009), pp. 757-769
@article{yeo2009parallel,
title={Parallel smoothing of quad meshes},
author={Yeo, Y.I. and Ni, T. and Myles, A. and Goel, V. and Peters, J.},
journal={The Visual Computer},
volume={25},
number={8},
pages={757–769},
issn={0178-2789},
year={2009},
publisher={Springer}
}
Abstract For use in real-time applications, we present a fast algorithm for converting a quad mesh to a smooth, piecewise polynomial surface on the Graphics Processing Unit (GPU). The surface has well-defined normals everywhere and closely mimics the shape of Catmull-Clark subdivision surfaces. It consists of bicubic splines wherever possible, and a new class of patches—c-patches—where a vertex has a valence different from 4. The algorithm fits well into parallel streams so that meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9×9 resolution per quad at 50 frames per second. The GPU computations are ordered so that evaluation avoids pixel dropout.
November 27, 2010 by hgpu