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Jonathan Dupuy and Thomas Deliot

[SIGGRAPH'22] Bisection Based Triangulation of Catmull Clark Subdivision


Here is our talk for the Advances in Real-Time Rendering in Games SIGGRAPH'22 Course, to be shown live during the virtual part of the program. Slide materials and recording should be available at the link below after the conference !


Abstract

Concurrent binary trees are a recent GPU-friendly data-structure suitable for generating bisection-based terrain tessellations, i.e., adaptive triangulations over square domains. In this talk, we introduce simple mappings and algorithms that bring such adaptive triangulations to Catmull-Clark subdivision surfaces. Our resulting implementation is straightforward and allows us to render densely triangulated subdivision surfaces in a few milliseconds on a modern GPU. We showcase production scenes rendered in real time within the Unity game engine thanks to our method.


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