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Rapid evaluation of Catmull-Clark subdivision surfaces
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Source 3D technologies for the World Wide Web archive
Proceedings of the seventh international conference on 3D Web technology table of contents
Tempe, Arizona, USA
Pages: 11 - 17  
Year of Publication: 2002
ISBN:1-58113-468-1
Authors
Jeffrey Bolz  Caltech, Pasadena, CA
Peter Schröder  Caltech, Pasadena, CA
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 8,   Downloads (12 Months): 74,   Citation Count: 14
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ABSTRACT

Using subdivision as a basic primitive for the construction of arbitrary topology, smooth, free-form surfaces is attractive for content destined for display on devices with greatly varying rendering performance. Subdivision naturally supports level of detail rendering and powerful compression algorithms. While the underlying algorithms are conceptually simple it is difficult to implement player engines which achieve optimal performance on modern CPUs such as the Intel Pentium family.In this paper we describe a novel table driven evaluation strategy for subdivision surfaces using as an example the scheme of Catmull and Clark. Cache conscious design and exploitation of SIMD instructions allows us to achieve nearly 100% FPU utilization in the inner loop and achieve a composite performance of 1.2 flop/cycle on the Intel PIII and 1.8 flop/cycle on the Intel P4 including all memory transfers. The algorithm supports tradeoffs between cache size and memory bus usage which we examine. A library which implements this engine is freely available from the authors.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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BRICKHILL, D. Practical Implementation Techniques for Multi-Resolution Subdivision Surfaces. In Game Developers Conference, 2001.
 
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HAVEMANN, S. Interactive Rendering of Catmull/Clark Surfaces with Crease Edges. Tech. Rep. TUBSCG-2001-01, TU Braunschweig, 2001.
 
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INTEL CORPORATION. C++ Class Libraries for SIMD Operations Reference Manual., 1997-1999.
 
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INTEL CORPORATION. IA-32 Intel Architecture Software Developer's Manual, 1997-2001.
 
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JUNKINS, S. Fast Triangle Neighbor Finding for Subdivision Surfaces. Tech. rep., Intel Architecture Labs, September 1999.
 
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LOOP, C. Smooth Subdivision Surfaces Based on Triangles. Master's thesis, University of Utah, Department of Mathematics, 1987.
 
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MULLER, K., AND HAVEMANN, S. Subdivision Surface Tessellation on the Fly using a versatile Mesh Data Structure. Computer Graphics Forum 19, 3 (2000).
 
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ZORIN, D., AND KRISTJANSSON, D. Evaluation of Piecewise Smooth Subdivision Surfaces. Visual Computer (2002).
 
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ZORIN, D., AND SCHRODER, P., Eds. Subdivision for Modeling and Animation. Course Notes. ACM Siggraph, 2000.
 
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CITED BY  14
 
 
 
 

Collaborative Colleagues:
Jeffrey Bolz: colleagues
Peter Schröder: colleagues

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