Approximation of Loop subdivision surfaces for fast rendering

Guiqing Li, Canjiang Ren, Jiahua Zhang, Weiyin Ma

    Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

    10 Citations (Scopus)

    Abstract

    This paper describes an approach to the approximation of Loop subdivision surfaces for real-time rendering. The approach consists of two phases, which separately construct the approximation geometry and the normal field of a subdivision surface. It first exploits quartic triangular Bzier patches to approximate the geometry of the subdivision surface by interpolating a grid of sampled points. To remedy the artifact of discontinuity of normal fields between adjacent patches, a continuous normal field is then reconstructed by approximating the tangent vector fields of the subdivision surfaces with quartic triangular Bézier patches. For regular triangles, the approach reproduces the associated subdivision patches, quartic three-directional box splines. © 2011 IEEE.
    Original languageEnglish
    Article number5477421
    Pages (from-to)500-514
    JournalIEEE Transactions on Visualization and Computer Graphics
    Volume17
    Issue number4
    DOIs
    Publication statusPublished - 2011

    Research Keywords

    • Bézier patches
    • graphics processors (GPU)
    • Subdivision surfaces
    • surface approximation
    • tessellation

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