TY - GEN
T1 - Programmable shaders for deformation rendering
AU - Correa, Carlos D.
AU - Silver, Deborah
PY - 2007
Y1 - 2007
N2 - 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.
AB - 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.
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M3 - Conference contribution
AN - SCOPUS:70349703016
SN - 9781595936257
T3 - Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware
SP - 89
EP - 96
BT - Graphics Hardware 2007 - ACM SIGGRAPH / Eurographics Symposium Proceedings
T2 - ACM SIGGRAPH / Eurographics Symposium, Graphics Hardware 2007
Y2 - 4 August 2007 through 5 August 2007
ER -