Efficient Bounding of Displaced Bézier Patches
(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:
https://lup.lub.lu.se/record/1888205
- author
- Munkberg, Jacob LU ; Hasselgren, Jon LU ; Toth, Robert and Akenine-Möller, Tomas LU
- organization
- publishing date
- 2010
- 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}}, }