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REAL-TIME SUBDIVISION SURFACES ON THE GPU

Subdivision Surfaces are a way to describe a smooth surface using a polygonal model, allowing you to produce an approximation of the surface by adding vertices and subdividing existing polygons. They are widely used in 3D animation and nearly all modern modeling programs support them. In real-time computation (gaming and interactive animation), unfortunately, Subdivision Surfaces have to be tessellated on the CPU prior to transmission over the graphics bus and rendering on the graphics card, and, therefore, the bunch of extra vertices they produce empty the system resources too quickly. If we could pass these high-order graphics primitives to the graphics subsystem directly, tessellating them just before rendering, then we could have finer and detailed 3d models at virtually no cost, making these surfaces relevant for applications such as gaming and interactive animation. In this work we have studied the state of the art in Subdivision Surfaces (SS) tessellation on the Graphics Processor Unit (GPU), choosing the technique that we consider more appropriate for this purpose, and improving it in terms of generality (applying them to triangular meshes) and speed (reducing the bandwidth requirements and also the computational cost of the algorithm). Finally, we have worked on a hands-on implementation of this technique in programmable graphics hardware.