Copilot is your AI companion
Always by your side, ready to support you whenever and wherever you need it.
Feature-Adaptive-Subdivision Surface Rendering
This project demonstrates how we implemented the rendering technique described in the paper “Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces,” in ACM Transactions on Graphics, Vol. Last published: September 13, 2012.
Important! Selecting a language below will dynamically change the complete page content to that language.
Version:
1.0
Date Published:
7/15/2024
File Name:
SubdSmooth8.zip
File Size:
7.2 MB
This project demonstrates how we implemented the rendering technique described in the paper “Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces,” in ACM Transactions on Graphics, Vol. 31, No. 1, Article 6, in January 2012. We use the DirectX compute shader to provide partial subdivision of a control mesh on a GPU. This subdivision occurs only where necessary to generate Bicubic B-Spline patches. These patches then are sent to the hardware tessellator for evaluation and rendering. The resulting surface corresponds exactly to the true Catmull-Clark limit surfaces at triangle vertices, up to machine precision. Furthermore, we are able to render meshes with tagged, semi-sharp edges, as well as hierarchical edits.Supported Operating Systems
Windows 10, Windows 7, Windows 8
- Windows 7, Windows 8, or Windows 10
- Click Download and follow the instructions.
Follow Microsoft