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A geometry-shader-based adaptive mesh refinement scheme using semiuniform quad/triangle patches and warping

: Knuth, Martin; Kohlhammer, Jörn; Kuijper, Arjan

Erleben, K. ; European Association for Computer Graphics -EUROGRAPHICS-:
VRIPHYS 2010, 7th Workshop on Virtual Reality Interaction and Physical Simulation : Nov 11, 2010 - Nov 12, 2010, Copenhagen, Denmark
Goslar: Eurographics Association, 2010
ISBN: 978-3-905673-78-4
International Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS) <7, 2010, Copenhagen>
Fraunhofer IGD ()
computer graphic; image generation; Line generation; Curve generation

In the field of garment simulation the resolution of the simulation mesh has a direct impact on visual quality. Unfortunately, an increase in mesh resolution introduces a much higher computational cost and potentially causes instability inside the simulation. In addition, it increases the amount of data sent to the renderer for visualisation. Therefore, a GPU-based refinement of the simulated mesh has several advantages, since all additional data is generated immediately before rendering. This allows an increase in visual quality without adding to computational costs for the simulation process or bandwidth necessary for rendering.
In this paper we present a view-dependent, adaptive tessellation method designed for the geometry processing stage of modern GPUs. It uses uniform meshes internally, removing the necessity to store external patches. Since we deal with a local refinement scheme, sudden changes in the mesh structure size on adjacent patches may occur incidentally. To reduce this effect as far as possible, we control the triangle density distribution of the refinement process inside a refined triangle patch.