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1
Introduction
2
Outline
3
Visual Quality
4
OpenGL Pipeline
5
Decision Control Shader
6
Vertex Placement
7
Decision Evaluation
8
Use Case
9
Culling
10
Summary
11
Brent Ossur
12
CUDA Tessellation Levels
13
CUDA Tessellation Implementation
14
Tessellation Demo
15
Contact Info
16
Miguel Ortega
17
Olden Time
18
Art Department
19
Assets
20
Mountains
21
Terrain Templates
22
Jigsaw Puzzle
23
Cliff Shot
24
Mountain Texture
25
Example
Description:
Explore advanced tessellation techniques using OpenGL and CUDA® in this 44-minute SIGGRAPH 2011 conference talk by Nvidia. Learn how to overcome OpenGL tessellation limitations by implementing custom tessellation in CUDA, enabling higher-order surfaces, custom UV coordinate determination, and advanced features like trimming curves. Dive into the setup process for tessellating simple cubic Bezier patches in CUDA, including parallel computation of UV coordinates, tessellated vertices, and triangles. Discover advanced tessellation methods using alternative basis functions, higher-order curves, and trimming curves. The talk covers topics such as visual quality, OpenGL pipeline, decision control shaders, vertex placement, culling, CUDA tessellation levels and implementation, and includes a tessellation demo. Additionally, gain insights into asset creation, terrain templates, and mountain texturing for enhanced visual quality in 3D graphics applications.

OpenGL and CUDA-Based Tessellation

Nvidia
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