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ABSTRACT
Subdivision surfaces are methods for creating smooth surfaces out of coarse polyhedral meshes. Due to their recursive nature they are ideally suited for adding geometric detail on different resolutions. When modeling real-world surfaces it is possible to extract the fine surface details from a material and apply these on dense meshes in the form of vertex displacements. Material characteristics are a mixture of features at different scales, which can be recovered by a frequency decomposition of an input height map. Applying these sub-bands as displacement in a recursive multiresolution fashion allows the ability to influence or mix details obtained from one or more sources. This paper presents a method for computing multiresolution displaced subdivision surfaces on the GPU that performs in real-time and provides an interactive control over the obtained results.
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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