Publications
Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation
Siggrapph Asia,
2009
abstract
We present a new method for approximating subdivision surfaces
with hardware accelerated parametric patches. Our method
improves the memory bandwidth requirements for patch control
points, translating into superior performance compared to existing
methods. Our input is general, allowing for meshes that contain
both quadrilateral and triangular faces in the input control mesh, as
well as control meshes with boundary. We present two implementations
of our scheme designed to run on Direct3D 11 class hardware
equipped with a tessellator unit.
abstract
The goal of this course is to familiarize attendees with the practical aspects of subdivision surfaces for which we introduce substitutes for increased efficiency in real-time applications. The course starts by highlighting the properties that make SubD modeling attractive and introduces some recent techniques to capture these properties by alternative surface representations with a smaller foot-print. We list and compare the new surface representations and focus on their implementation on current and next-generation GPUs. Among the advantages and disadvantages of each approach, we address crucial practical issues, such as watertight evaluation, creases and corners, and seamless displacement mapping. Finally and most importantly, Valve and Industrial Light Magic will present a few breathtaking practical examples and demonstrate how these advanced techniques have been adopted into their gaming and movie production pipelines.
Parallel smoothing of quad meshes
The
Visual Computer: International Journal of Computer
Graphics,
25,
8,
757-769,
Aug.
2009
abstract
For use in real-time applications, we present a fast
algorithm for converting a quad mesh to a smooth, piecewise
polynomial surface on the Graphics Processing Unit
(GPU). The surface has well-defined normals everywhere
and closely mimics the shape of CatmullClark subdivision
surfaces. It consists of bicubic splines wherever possible,
and a new class of patchesc-patcheswhere a vertex has
a valence different from 4. The algorithm fits well into parallel
streams so that meshes with 12,000 input quads, of which
60% have one or more non-4-valent vertices, are converted,
evaluated and rendered with 9 x 9 resolution per quad at 50
frames per second. The GPU computations are ordered so
that evaluation avoids pixel dropout.
Fast Parallel Construction of Smooth Surfaces from Meshes with Tri/Quad/Pent Facets
Symposium on Geometry Processing (SGP)
Copenhagen, Denmark,
January 2 - 4,
2008
[Errata
updated 2009-02-24]
Movie
(9.2MB)
[Errata
updated 2009-02-24]
Movie
abstract
Polyhedral meshes consisting of triangles, quads, and pentagons
and polar configurations cover all major sampling and modeling scenarios.
We give an algorithm for efficient local, parallel conversion of
such meshes to an everywhere smooth surface consisting of low-degree polynomial pieces.
Quadrilateral facets with 4-valent vertices are ‘regular’ and are mapped to
bi-cubic patches so that adjacent bi-cubics join C² as for
cubic tensor-product splines. The algorithm can be implemented in the vertex
and geometry shaders of the GPU pipeline and does not use the fragment shader.
Its implementation in DirectX 10 achieves conversion plus rendering at 659 frames
per second with 42.5 million triangles per second on input of a model of 1,300
facets of which 60% are not regular.
The work was supported in part by NSF grant CCF-0728797
GPU Smoothing of Quad Meshes
IEEE International Conference on Shape Modeling and Applications (SMI)
Stony Brook University, June 4 - 6,
2008
Errata: Table 1 formula for v was corrected. See corrected Myles, Ni, Peters '08 above.
Errata: Table 1 formula for v was corrected. See corrected Myles, Ni, Peters '08 above.
abstract
We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces.
Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices,
are converted, evaluated and rendered with 9×9 resolution per quad at 50 frames per second.
The conversion reproduces bi-cubic splines wherever possible and closely mimics
the shape of the Catmull-Clark subdivision surface by c-patches where a vertex
has a valence different from 4. The smooth surface is piecewise polynomial and
has well-defined normals everywhere. The evaluation avoids pixel dropout.
The work was supported in part by NSF grant CCF-0728797.
Ternary subdivision for quadrilateral meshes
CAGD, Volume 24 , Issue 6, 2007
,
abstract
A well-documented problem of Catmull and Clark subdivision surfaces is that, in the neighborhood of extraordinary points, the curvature is unbounded and fluctuates. In fact, since one of the eigenvalues that determines elliptic shape is too small, the limit surface can have a saddle point when the designer's input mesh suggests a convex shape. Here, we replace, near the extraordinary point, Catmull–Clark subdivision by another set of rules based on refining each bi-cubic B-spline into nine. This provides many localized degrees of freedom for special rules that need not reach out to neighbor vertices in order to tune the behavior. In this paper, we provide a strategy for setting such degrees of freedom and exhibit tuned ternary quad subdivision that yields surfaces with bounded curvature, nonnegative weights and full contribution of elliptic and hyperbolic shape components.
A Haptic-enabled Toolkit for Illustration of Procedures in Surgery (TIPS)
Proceedings of Medicine Meets Virtual Reality (MMVR) 15
,
125,
209-214,
Long Beach, CA,
Feb.6-9
2007
abstract
Good surgical training depends greatly on case experiences that have been difficult
to model in software since current training technology does not provide the flexibility
to teach and practice uncommon procedures, or to adjust a training scenario on the fly.
The TIPS kit aims to overcome these limitations. To the expert, it presents visual and haptic tools
that make illustrating procedures easy and can model unusual anatomic variations.
For a non-specialist, it provides a locally customized learning environment and
repeated practice in a safe environment. We used the toolkit to illustrate removal of the adrenal gland.
Tuned Ternary Quad Subdivision
Geometric Modeling and Processing - GMP 2006
,
EDIT: A Set of Easy-to-use Bio-Data Extraction, Integration and Refreshing Tools
Computer and Computational Sciences, 2006. IMSCCS '06. First International Multi-Symposiums on
,
abstract
Systems biology research demands the ability to construct custom-designed bio-entities from heterogeneous data sources. EDIT is an ongoing project aimed at building a system to allow bio-researchers with minimum computer proficiency to define the structure of a desired bio-entity, and identify the data sources for its data fields. Then, the system automatically extracts and output the data in the predefined structure and format. The system consists of a host site, which maintains and updates the configuration files specified for source databases, and user sites, which perform data extraction and integration by using the configuration files. An event-trigger-rule server is used to support data refreshing and to notify biologists about changes made to source databases
JXP4BIGI: a generalized, Java XML-based approach for biological information gathering and integration
Bioinformatics
,
abstract
Motivation: In the post-genomic era, biologists
interested in systems biology often need to import data
from public databases and construct their own systemspecific
or subject-oriented databases to support their
complex analysis and knowledge discovery. To facilitate
the analysis and data processing, customized and
centralized databases are often created by extracting and
integrating heterogeneous data retrieved from public
databases. A generalized methodology for accessing,
extracting, transforming and integrating the heterogeneous
data is needed.
Results: This paper presents a new data integration
approach named JXP4BIGI (Java XML Page for
Biological Information Gathering and Integration). The
approach provides a system-independent framework,
which generalizes and streamlines the steps of accessing,
extracting, transforming and integrating the data retrieved
from heterogeneous data sources to build a customized
data warehouse. It allows the data integrator of a
biological database to define the desired bio-entities in
XML templates (or Java XML pages), and use embedded
extended SQL statements to extract structured, semistructured
and unstructured data from public databases.
By running the templates in the JXP4BIGI framework and
using a number of generalized wrappers, the required data
from public databases can be efficiently extracted and
integrated to construct the bio-entities in the XML format
without having to hard-code the extraction logics for
different data sources. The constructed XML bio-entities
can then be imported into either a relational database
system or a native XML database system to build a
biological data warehouse.