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Approximation of Loop Subdivision Surfaces for Fast Rendering
April 2011 (vol. 17 no. 4)
pp. 500-514
Guiqing Li, South China University of Technology, Guangzhou
Canjiang Ren, South China University of Technology, Guangzhou and Hong Kong Polytechnic University, Hong Kong
Jiahua Zhang, Hong Kong Polytechnic University, Hong Kong
Weiyin Ma, City University of Hong Kong, Hong Kong
This paper describes an approach to the approximation of Loop subdivision surfaces for real-time rendering. The approach consists of two phases, which separately construct the approximation geometry and the normal field of a subdivision surface. It first exploits quartic triangular Bézier patches to approximate the geometry of the subdivision surface by interpolating a grid of sampled points. To remedy the artifact of discontinuity of normal fields between adjacent patches, a continuous normal field is then reconstructed by approximating the tangent vector fields of the subdivision surfaces with quartic triangular Bézier patches. For regular triangles, the approach reproduces the associated subdivision patches, quartic three-directional box splines.

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Index Terms:
Subdivision surfaces, graphics processors (GPU), Bézier patches, tessellation, surface approximation.
Citation:
Guiqing Li, Canjiang Ren, Jiahua Zhang, Weiyin Ma, "Approximation of Loop Subdivision Surfaces for Fast Rendering," IEEE Transactions on Visualization and Computer Graphics, vol. 17, no. 4, pp. 500-514, April 2011, doi:10.1109/TVCG.2010.83
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