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Displaying 1-4 out of 4 total
Real-Time Creased Approximate Subdivision Surfaces with Displacements
Found in: IEEE Transactions on Visualization and Computer Graphics
By Denis Kovacs, Jason Mitchell, Shanon Drone, Denis Zorin
Issue Date:September 2010
pp. 742-751
We present an extension of Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners. We discuss the integration of ACC into Valve's Source game engine and analyze performance of our implementation.
 
Efficient substitutes for subdivision surfaces
Found in: ACM SIGGRAPH 2009 Courses (SIGGRAPH '09)
By Ignacio Castano, Jorg Peters, Jason Mitchell, Philip Schneider, Tianyun Ni, Vivek Verma
Issue Date:August 2009
pp. 1-107
Subdivision surfaces provide a compact representation for smooth surfaces that facilitate modeling and animation. They have widespread application in the movie industry, and there's a natural desire to use them also in real-time applications. This course p...
     
Real-time creased approximate subdivision surfaces
Found in: Proceedings of the 2009 symposium on Interactive 3D graphics and games (I3D '09)
By Denis Kovacs, Denis Zorin, Jason Mitchell, Shanon Drone
Issue Date:February 2009
pp. 5-6
We present an extension of recently developed Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners which are essential for most applications. We discuss the integration of ACC into Valve's Source game engi...
     
Illustrative rendering in Team Fortress 2
Found in: Proceedings of the 5th international symposium on Non-photorealistic animation and rendering (NPAR '07)
By Dhabih Eng, Jason Mitchell, Moby Francke
Issue Date:August 2007
pp. 71-76
We present a set of artistic choices and novel real-time shading techniques which support each other to enable the unique rendering style of the game Team Fortress 2. Grounded in the conventions of early 20th century commercial illustration, the look of Te...
     
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