1,142 research outputs found

    Smooth Blended Subdivision Shading

    Get PDF
    The concept known as subdivision shading aims at improving the shading of subdivision surfaces. It is based on the subdivision of normal vectors associated with the control net of the surface. By either using the resulting subdivided normal field directly, or blending it with the normal field of the limit surface, renderings of higher visual smoothness can be obtained. In this work we propose a different and more versatile approach to blend the two normal fields, yielding not only better results, but also a proof that our blended normal field is C

    Semi-Sharp Subdivision Shading

    Get PDF
    Subdivision is a method for generating a limit surface from a coarse mesh by recursively dividing its faces into several smaller faces. This process leads to smooth surfaces, but often suffers from shading artifacts near extraordinary points due to the lower quality of the normal field there. The idea of subdivision shading is to apply the same subdivision rules that are used to subdivide geometry to also subdivide the normals associated with mesh vertices. This leads to smoother normal fields, which in turn removes the shading artifacts. However, the original subdivision shading method does not support sharp and semi-sharp creases, which are important ingredients in subdivision surface modelling. We present two approaches to extending subdivision shading to work also on models with (semi-)sharp creases

    Interactive Vegetation Rendering with Slicing and Blending

    Get PDF
    Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an image-based representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model

    Shading Curves: Vector-Based Drawing With Explicit Gradient Control

    Get PDF
    A challenge in vector graphics is to define primitives that offer flexible manipulation of colour gradients. We propose a new primitive, called a shading curve, that supports explicit and local gradient control. This is achieved by associating shading profiles to each side of the curve. These shading profiles, which can be manually manipulated, represent the colour gradient out from their associated curves. Such explicit and local gradient control is challenging to achieve via the diffusion curve process, introduced in 2008, because it offers only implicit control of the colour gradient. We resolve this problem by using subdivision surfaces that are constructed from shading curves and their shading profiles.This is the final version of the article. It first appeared from Wiley via http://dx.doi.org/10.1111/cgf.1253

    A multisided C-2 B-spline patch over extraordinary vertices in quadrilateral meshes

    Get PDF
    We propose a generalised B-spline construction that extends uniform bicubic B-splines to multisided regions spanned over extraordinary vertices in quadrilateral meshes. We show how the structure of the generalised Bezier patch introduced by Varady et al. can be adjusted to work with B-spline basis functions. We create ribbon surfaces based on B-splines using special basis functions. The resulting multisided surfaces are C-2 continuous internally and connect with G(2) continuity to adjacent regular and other multisided B-splines patches. We visually assess the quality of these surfaces and compare them to Catmull-Clark limit surfaces on several challenging geometrical configurations. (C) 2020 The Author(s). Published by Elsevier Ltd
    • …
    corecore