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Volumn 28, Issue 8, 2009, Pages 2255-2263

Semi-uniform adaptive patch tessellation

Author keywords

GPU; Instancing; Tessellation; Triangle mesh

Indexed keywords

BENCHMARKING;

EID: 72249110854     PISSN: 01677055     EISSN: 14678659     Source Type: Journal    
DOI: 10.1111/j.1467-8659.2009.01438.x     Document Type: Article
Times cited : (26)

References (15)
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    • Andrews J., Baker N. : Xbox 360 system architecture. IEEE Micro 26, 2 (2006 25 37.
    • (2006) IEEE Micro , vol.26 , Issue.2 , pp. 25-37
    • Andrews, J.1    Baker, N.2
  • 3
    • 42649119120 scopus 로고    scopus 로고
    • A flexible kernel for adaptive mesh refinement on GPU
    • Boubekeur T., Schlick C. : A flexible kernel for adaptive mesh refinement on GPU. Computer Graphics Forum 27, 1 (2008 102 114.
    • (2008) Computer Graphics Forum , vol.27 , Issue.1 , pp. 102-114
    • Boubekeur, T.1    Schlick, C.2
  • 4
    • 63549141041 scopus 로고    scopus 로고
    • Adaptive tessellation of subdivision surfaces with displacement mapping
    • Addison-Wesley
    • Bunnell M. : Adaptive tessellation of subdivision surfaces with displacement mapping. In GPU Gems 2. Addison-Wesley, 2005, pp. 109 122.
    • (2005) GPU Gems 2. , pp. 109-122
    • Bunnell, M.1
  • 5
    • 42649114471 scopus 로고    scopus 로고
    • Real-time GPU silhouette refinement using adaptively blended Bézier patches
    • Dyken C., Reimers M., Seland J. : Real-time GPU silhouette refinement using adaptively blended Bézier patches. Computer Graphics Forum 27, 1 (2008 1 12.
    • (2008) Computer Graphics Forum , vol.27 , Issue.1 , pp. 1-12
    • Dyken, C.1    Reimers, M.2    Seland, J.3
  • 9
    • 12844264641 scopus 로고    scopus 로고
    • Geometry clipmaps: Terrain rendering using nested regular grids
    • Losasso F., Hoppe H. : Geometry clipmaps: terrain rendering using nested regular grids. ACM Transactions on Graphics 23, 3 (August 2004 769 776.
    • (2004) ACM Transactions on Graphics , vol.23 , Issue.3 , pp. 769-776
    • Losasso, F.1    Hoppe, H.2
  • 10
    • 0034766746 scopus 로고    scopus 로고
    • Watertight tessellation using forward differencing
    • Moreton H. : Watertight tessellation using forward differencing. In Graphics Hardware '01 (2001 pp. 25 32.
    • (2001) Graphics Hardware '01 , pp. 25-32
    • Moreton, H.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.