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Real-time creased approximate subdivision surfaces with displacements.
Denis Kovacs1, Jason Mitchell, Shanon Drone
1New York University, New York, NY, USA. kov@cs.nyu.edu
IEEE Transactions on Visualization and Computer Graphics
|July 10, 2010
Summary
This study extends Catmull-Clark surfaces for sharp features, integrating it into the Source game engine and analyzing performance. The new method efficiently handles creases and corners in real-time applications.
Area of Science:
- Computer Graphics
- Geometric Modeling
Background:
- Catmull-Clark subdivision surfaces are widely used for smooth surface modeling.
- Handling sharp features like creases and corners with subdivision surfaces remains a challenge.
- Existing methods may lack efficiency or precise control over feature sharpness.
Purpose of the Study:
- To present an extension of Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) that effectively handles creases and corners.
- To discuss the integration of this ACC method into Valve's Source game engine.
- To analyze the performance of the ACC implementation within a real-time game engine context.
Main Methods:
- Developed an extension to the Catmull-Clark subdivision algorithm to support creases and corners.
- Implemented the extended algorithm within the Source game engine.
- Conducted performance analysis, likely involving frame rate measurements and computational cost evaluation.
Main Results:
- The proposed ACC method successfully represents surfaces with creases and corners.
- Integration into the Source engine was achieved.
- Performance analysis provides insights into the efficiency of the ACC implementation for real-time graphics.
Conclusions:
- The extended ACC method offers a viable solution for real-time rendering of subdivision surfaces with sharp features.
- The integration and performance analysis demonstrate the practical applicability of the technique in game development.
- Further research could explore optimizations or broader engine compatibility.
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