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.
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