{"id":3764,"date":"2011-05-01T18:31:35","date_gmt":"2011-05-01T18:31:35","guid":{"rendered":"http:\/\/hgpu.org\/?p=3764"},"modified":"2011-05-01T18:31:35","modified_gmt":"2011-05-01T18:31:35","slug":"gpu-smoothing-of-quad-meshes","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=3764","title":{"rendered":"GPU smoothing of quad meshes"},"content":{"rendered":"<p>We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9times9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. The smooth surface is piecewise polynomial and has well-defined normals everywhere. The evaluation avoids pixel dropout.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9times9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,36,11,3],"tags":[1797,1787,1782,480],"class_list":["post-3764","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-algorithms","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-algorithms","tag-computer-science","tag-directx"],"views":2002,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3764","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3764"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3764\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3764"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3764"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3764"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}