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A user-programmable vertex engine
The design, programming interface, and implementation of a very efficient user-programmable vertex engine embedded in the broader fixed function pipeline, supported by transparent multi-threading and bypassing to preserve parallelism and performance is described.
Displaced subdivision surfaces
The displaced subdivision surface represents a detailed surface model as a scalar-valued displacement over a smooth domain surface using a unified subdivision framework, allowing for simple and efficient evaluation of analytic surface properties.
Functional optimization for fair surface design
A simple-to-use mechanism for the creation of complex smoothly shaped surfaces of any genus or topology that allows the specification of a desired surface in the most natural way and produces very high quality surfaces with predictable, intuitive behavior.
The GeForce 6800
The architectural drivers for GPUs are programmability, parallelism, bandwidth, and memory characteristics, and this article describes how one team approached the design problem.
Minimum curvature variation curves, networks, and surfaces for fair free-form shape design
- Henry P. Moreton
- Computer Science
- 12 April 1993
This work presents a new technique for curve and surface design that combines a geometrically based specification with constrained optimization (minimization) of a fairness functional, and demonstrates the superiority of curvature variation as a fairness metric and efficacy of optimization as a tool in shape design, albeit at significant computational cost.
Watertight tessellation using forward differencing
- Henry P. Moreton
- Computer ScienceHWWS '01
- 1 August 2001
An algorithm and hardware for the tessellation of polynomial surfaces that produces a bit-for-bit consistent triangle mesh across multiple independently tessellingated patches with continuous level-of-detail is described.
Scale‐Invariant Minimum‐Cost Curves: Fair and Robust Design Implements
It is shown that while MVC have fairness and stability superior to MEC they are still not stable in all configurations, and the SI‐MVC is introduced as a stable alternative to the MVC.
Surface design with minimum energy networks
This work addresses difficult problems arising in solid modeling, specifically at difficult blending problems, e.g. a blend at a high order vertex with simultaneous convex and concave blends incident to it.
Interpolation for Polygon Texture Mapping and Shading
A simple, fast method is presented for the interpolation of texture coordinates and shading parameters for polygons viewed in perspective, using rational linear interpolation across the polygon, performing several divisions at each pixel.