Programmable shaders for deformation rendering

Carlos D. Correa, Deborah Silver

Research output: Chapter in Book/Report/Conference proceedingConference contribution

13 Scopus citations

Abstract

In this paper , we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow general deformations including cuts. Previous approaches to deformation place the role of the GPU as a general purpose processor for computing vertex displacement.With the advent of vertex texture fetch in current GPUs, a number of approaches have been proposed to integrate deformation into the rendering pipeline. However , the rendering of cuts cannot be easily programmed into a vertex shader , due to the inability to change the topology of the mesh. Furthermore, rendering smooth deformed surfaces requires a fne tessellation of the mesh, in order to prevent self-intersection and meshing artifacts for large deformations. In our approach, we overcome these problems by considering deformation as a part of the pixel shader , where transformation is performed on a per-pixel basis. We demonstrate how this approach can be effciently implemented using contemporary graphics hardware to obtain high-quality rendering of deformation at interactive rates.

Original languageEnglish (US)
Title of host publicationGraphics Hardware 2007 - ACM SIGGRAPH / Eurographics Symposium Proceedings
Pages89-96
Number of pages8
StatePublished - 2007
EventACM SIGGRAPH / Eurographics Symposium, Graphics Hardware 2007 - San Diego, CA, United States
Duration: Aug 4 2007Aug 5 2007

Publication series

NameProceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware

Other

OtherACM SIGGRAPH / Eurographics Symposium, Graphics Hardware 2007
Country/TerritoryUnited States
CitySan Diego, CA
Period8/4/078/5/07

All Science Journal Classification (ASJC) codes

  • Hardware and Architecture
  • Computer Science Applications

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