Title
Programmable shaders for deformation rendering
Abstract
In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow general deformations including cuts. Previous approaches to deformation place the role of the GPU as a general purpose processor for computing vertex displacement. With the advent of vertex texture fetch in current GPUs, a number of approaches have been proposed to integrate deformation into the rendering pipeline. However, the rendering of cuts cannot be easily programmed into a vertex shader, due to the inability to change the topology of the mesh. Furthermore, rendering smooth deformed surfaces requires a fine tessellation of the mesh, in order to prevent self-intersection and meshing artifacts for large deformations. In our approach, we overcome these problems by considering deformation as a part of the pixel shader, where transformation is performed on a per-pixel basis. We demonstrate how this approach can be efficiently implemented using contemporary graphics hardware to obtain high-quality rendering of deformation at interactive rates.
Year
DOI
Venue
2007
10.1145/1280094.1280109
Advances in Computer Graphics Hardware
Keywords
Field
DocType
large deformation,contemporary graphical processing units,pixel shader,rendering pipeline,high-quality rendering,general deformation,vertex displacement,deformation rendering,vertex texture,vertex shader,programmable shader pipeline,programmable shaders,graphics hardware,3d computer graphics,hardware architecture
Computer vision,Computer graphics (images),3D rendering,Computer science,Vertex (computer graphics),Fragment processing,Artificial intelligence,Software rendering,Shader,Rendering (computer graphics),Tessellation (computer graphics),Tiled rendering
Conference
ISBN
Citations 
PageRank 
978-1-59593-625-7
12
0.62
References 
Authors
22
2
Name
Order
Citations
PageRank
Carlos D. Correa176135.24
Deborah Silver256623.48