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
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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
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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
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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
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