Real-Time Rendering Techniques with Hardware Tessellation

M. Nießner, B. Keinert, M. Fisher, M. Stamminger, C. Loop, H. Schäfer

Research output: Contribution to journalArticlepeer-review

22 Scopus citations

Abstract

Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well-established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time. Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well-established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage.

Original languageEnglish
Pages (from-to)113-137
Number of pages25
JournalComputer Graphics Forum
Volume35
Issue number1
DOIs
StatePublished - 1 Feb 2016
Externally publishedYes

Keywords

  • Curves and surfaces
  • modelling
  • modelling
  • real-time rendering
  • rendering
  • subdivision surfaces

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