Resolution-independent surface rendering using programmable graphics hardware
Abstract
Surfaces defined by a Bezier tetrahedron, and in particular quadric surfaces, are rendered on programmable graphics hardware. Pixels are rendered through triangular sides of the tetrahedra and locations on the shapes, as well as surface normals for lighting evaluations, are computed using pixel shader computations. Additionally, vertex shaders are used to aid interpolation over a small number of values as input to the pixel shaders. Through this, rendering of the surfaces is performed independently of viewing resolution, allowing for advanced level-of-detail management. By individually rendering tetrahedrally-defined surfaces which together form complex shapes, the complex shapes can be rendered in their entirety.
- Inventors:
-
- Bellevue, WA
- Issue Date:
- Research Org.:
- Lawrence Livermore National Laboratory (LLNL), Livermore, CA (United States)
- Sponsoring Org.:
- USDOE
- OSTI Identifier:
- 957017
- Patent Number(s):
- 7466314
- Application Number:
- 11/261,071
- Assignee:
- Microsoft Corporation (Redmond, WA)
- Patent Classifications (CPCs):
-
G - PHYSICS G06 - COMPUTING G06T - IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- DOE Contract Number:
- W-7405-ENG-48
- Resource Type:
- Patent
- Country of Publication:
- United States
- Language:
- English
Citation Formats
Loop, Charles T, and Blinn, James Frederick. Resolution-independent surface rendering using programmable graphics hardware. United States: N. p., 2008.
Web.
Loop, Charles T, & Blinn, James Frederick. Resolution-independent surface rendering using programmable graphics hardware. United States.
Loop, Charles T, and Blinn, James Frederick. Tue .
"Resolution-independent surface rendering using programmable graphics hardware". United States. https://www.osti.gov/servlets/purl/957017.
@article{osti_957017,
title = {Resolution-independent surface rendering using programmable graphics hardware},
author = {Loop, Charles T and Blinn, James Frederick},
abstractNote = {Surfaces defined by a Bezier tetrahedron, and in particular quadric surfaces, are rendered on programmable graphics hardware. Pixels are rendered through triangular sides of the tetrahedra and locations on the shapes, as well as surface normals for lighting evaluations, are computed using pixel shader computations. Additionally, vertex shaders are used to aid interpolation over a small number of values as input to the pixel shaders. Through this, rendering of the surfaces is performed independently of viewing resolution, allowing for advanced level-of-detail management. By individually rendering tetrahedrally-defined surfaces which together form complex shapes, the complex shapes can be rendered in their entirety.},
doi = {},
journal = {},
number = ,
volume = ,
place = {United States},
year = {2008},
month = {12}
}
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