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Efficient Bounding of Displaced Bézier Patches

Munkberg, Jacob LU ; Hasselgren, Jon LU ; Toth, Robert and Akenine-Möller, Tomas LU (2010) High Performance Graphics, 2010 p.153-162
Abstract
In this paper, we present a new approach to conservative bounding of displaced Bézier

patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering.

Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of displaced surfaces,

prior to tessellation and displacement shading. Our work can be used for different types of culling,

ray tracing, and to sort higher order primitives in tiling architectures. For our hull shader

implementation, we report performance benefits even for moderate tessellation rates.
Please use this url to cite or link to this publication:
author
; ; and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
host publication
Proceedings of High Performance Graphics 2010
editor
Doggett, Michael ; Laine, Samuli and Hunt, Warren
pages
10 pages
publisher
Eurographics - European Association for Computer Graphics
conference name
High Performance Graphics, 2010
conference location
Saarbrucken, Germany
conference dates
2010-06-25 - 2010-06-27
external identifiers
  • scopus:80052486399
ISSN
2079-8679
ISBN
978-3-905674-26-2
language
English
LU publication?
yes
id
1ea287e8-f1c5-4880-8335-8f14a5ddc148 (old id 1888205)
alternative location
http://fileadmin.cs.lth.se/graphics/research/papers/2010/bezbound/bezbound.pdf
date added to LUP
2016-04-01 13:12:49
date last changed
2022-01-27 17:56:36
@inproceedings{1ea287e8-f1c5-4880-8335-8f14a5ddc148,
  abstract     = {{In this paper, we present a new approach to conservative bounding of displaced Bézier<br/><br>
patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering.<br/><br>
Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of displaced surfaces,<br/><br>
prior to tessellation and displacement shading. Our work can be used for different types of culling,<br/><br>
ray tracing, and to sort higher order primitives in tiling architectures. For our hull shader<br/><br>
implementation, we report performance benefits even for moderate tessellation rates.}},
  author       = {{Munkberg, Jacob and Hasselgren, Jon and Toth, Robert and Akenine-Möller, Tomas}},
  booktitle    = {{Proceedings of High Performance Graphics 2010}},
  editor       = {{Doggett, Michael and Laine, Samuli and Hunt, Warren}},
  isbn         = {{978-3-905674-26-2}},
  issn         = {{2079-8679}},
  language     = {{eng}},
  pages        = {{153--162}},
  publisher    = {{Eurographics - European Association for Computer Graphics}},
  title        = {{Efficient Bounding of Displaced Bézier Patches}},
  url          = {{https://lup.lub.lu.se/search/files/3232937/1888230.pdf}},
  year         = {{2010}},
}