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—Subdivision Surfaces provide a compact way to describe a smooth surface using a mesh model. They are widely used in 3D animation and nearly all modern modeling programs support them. In this work we describe a complete parallel pipeline for real-time interactive editing, processing and rendering of smooth surface primitives on the Cell BE. Our approach makes it possible to edit and render these high-order graphics primitives passing them directly to a parallel pipeline which tessellates them just before rendering. We describe a combination of algorithmic, architectural and back-end optimizations that enable us to render smooth subdivision surfaces in real time and to dynamically deform 3D models represented by subdivision surfaces.
The different versions of the original document can be found in:
Published on 31/12/09
Accepted on 31/12/09
Submitted on 31/12/09
Volume 2010, 2010
DOI: 10.1109/date.2010.5457216
Licence: CC BY-NC-SA license
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