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GPU Modeling


Thursday, 4 August
3:45 - 5:30 pm
Room 515A
Session Chair: Steve Derrick, Vicarious Visions

GPU-Based Trimming and Tessellation of NURBS and T-Spline Surfaces


Implementation Sketch


Implementation details (class hierarchy, data structures, and GPU programs) from the SIGGRAPH 2005 Paper of the same title.

Michael Guthe
Universität Bonn
guthe (at) cs.uni-bonn.de

Ákos Balázs
Reinhard Klein
Universität Bonn, Institute of Computer Science II

Image-Space Construction of Displaced Normal Maps


A hybrid 2D/3D algorithm for efficiently constructing a normal map of displacement-mapped geometry. It handles arbitrary procedural displacement and doesn't require fine tessellation or REYES dicing.

Ivan Neulander
Rhythm & Hues Studios
ivan (at) rhythm.com

Rendering Detailed Outdoor Ground Surfaces on the GPU


A new technique for rendering extremely detailed, heterogeneous outdoor ground surfaces in real time, using minimal memory bandwidth and performing all computation on the GPU.

Orin Tresnjak-Smith
University of Maryland
orin (at) bytopia.net

Real-Time Rendering of Billboard Plants in a Dynamic Lighting Environment


A new method to render large landscapes that are covered by thousands of trees in a dynamic lighting environment. The billboard plants are illuminated using a special texture.

Oliver Franzke
Technischen Universität Dresden
of641854 (at) inf.tu-dresden.de

Oliver Deussen
Universität Konstanz
 
acm.org siggraph.org