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Time Multiplexing Super Resolving Technique for Imaging from a Moving Platform
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Published on: February 12, 2014

Multiresolution attributes for hardware tessellated objects.

Henry Schäfer1, Magdalena Prus, Quirin Meyer

  • 1University of Erlangen-Nuremberg, Cauerstr. 11, Erlangen 91058, Bavaria, Germany. henry.schaefer@cs.fau.de

IEEE Transactions on Visualization and Computer Graphics
|July 13, 2013
PubMed
Summary
This summary is machine-generated.

This study introduces a novel GPU tessellation method that optimizes attribute data directly, eliminating manual parameterization. This approach enables seamless, view-dependent displacement mapping and real-time updates for interactive applications.

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Area of Science:

  • Computer Graphics
  • GPU Computing
  • Geometric Modeling

Background:

  • Hardware tessellation dynamically generates mesh detail on Graphics Processing Units (GPUs).
  • Current methods often require time-consuming UV unwrapping and manual intervention for attribute assignment.
  • Existing techniques can lead to discontinuities and artifacts in generated geometry.

Purpose of the Study:

  • To present an alternative representation for hardware tessellation that avoids parameterization.
  • To enable efficient, seamless, and view-dependent displacement mapping.
  • To offer a memory-efficient and artifact-free solution for real-time graphics.

Main Methods:

  • A multilevel fitting approach optimizes attribute values for various resolutions.
  • Attribute data is stored directly, assigned at render time without UV unwrapping.
  • The representation is evaluated in a pixel shader for parameterization-free texturing.

Main Results:

  • The method generates seamless, view-dependent displacement mapped models.
  • Multilevel fitting produces superior low-resolution displacement maps compared to downfiltering.
  • The approach avoids discontinuities and artifacts like popping or swimming surfaces.
  • Real-time performance comparable to standard texture mapping is achieved.

Conclusions:

  • The proposed representation offers a parameterization-free, memory-efficient, and artifact-free solution for hardware tessellation.
  • It significantly simplifies the workflow for displacement mapping and other applications like signal-optimized texturing.
  • The real-time update capability opens possibilities for interactive applications such as sculpting.