Extensions for 3D Graphics Rendering Engine Used for Direct Tessellation of Spline Surfaces

  • Dr. Adrian Sfarti
  • Prof. Brian A. Barsky
  • Todd J. Kosloff
  • Egon Pasztor
  • Alex Kozlowski
  • Eric Roman
  • Alex Perelman
Conference paper

DOI: 10.1007/11758525_29

Part of the Lecture Notes in Computer Science book series (LNCS, volume 3992)
Cite this paper as:
Sfarti D.A. et al. (2006) Extensions for 3D Graphics Rendering Engine Used for Direct Tessellation of Spline Surfaces. In: Alexandrov V.N., van Albada G.D., Sloot P.M.A., Dongarra J. (eds) Computational Science – ICCS 2006. ICCS 2006. Lecture Notes in Computer Science, vol 3992. Springer, Berlin, Heidelberg

Abstract

In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates).

We have developed a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. This new architecture has been described in [1]. In the present paper we describe further developments of the newly proposed architecture.

The current paper shows several interesting extensions of our architecture such as backsurface rejection, NURBS real time tesselation and a description of a surface based API. We also show how the implementation of our architecture operates on top of the pixel shaders.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Dr. Adrian Sfarti
    • 1
  • Prof. Brian A. Barsky
    • 1
  • Todd J. Kosloff
    • 1
  • Egon Pasztor
    • 1
  • Alex Kozlowski
    • 1
  • Eric Roman
    • 1
  • Alex Perelman
    • 1
  1. 1.University of CaliforniaBerkeley

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