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Issue No.02 - March/April (2010 vol.30)
pp: 22-33
Jarek Rossignac , Georgia Institute of Technology
ABSTRACT
Split&Tweak subdivisions refine a polygon by inserting a vertex in the middle of each edge (the split) and then moving each vertex to an affine combination of five consecutive vertices (the tweak). Applying d Split&Tweak steps to a control polygon of n vertices requires temporary storage (a footprint) for (n - 5)2d + 5 vertices. Rendering spans independently reduces the footprint to 2d + 5 vertices but increases computation. A proposed ringing approach can reduce the footprint to 4d vertices. The authors describe an efficient implementation, show applications to surfaces and animations, and report CPU and GPU timings for the per-span, global, and ringing approaches.
INDEX TERMS
subdivision, curves, surfaces, B-splines, animation, GPU, geometry shader, computer graphics, graphics and animation, streaming
CITATION
Jarek Rossignac, "Ringing: Frugal Subdivision of Curves and Surfaces", IEEE Computer Graphics and Applications, vol.30, no. 2, pp. 22-33, March/April 2010, doi:10.1109/MCG.2009.108
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