High-quality rendering of quartic spline surfaces on the GPU

IEEE Trans Vis Comput Graph. 2008 Sep-Oct;14(5):1126-39. doi: 10.1109/TVCG.2008.66.

Abstract

We present a novel GPU-based algorithm for high-quality rendering of bivariate spline surfaces. An essential difference to the known methods for rendering graph surfaces is that we use quartic smooth splines on triangulations rather than triangular meshes. Our rendering approach is direct in the sense that since we do not use an intermediate tessellation but rather compute ray-surface intersections (by solving quartic equations numerically) as well as surface normals (by using Bernstein-Bézier techniques) for Phong illumination on the GPU. Inaccurate shading and artifacts appearing for triangular tesselated surfaces are completely avoided. Level of detail is automatic since all computations are done on a per fragment basis. We compare three different (quasi-) interpolating schemes for uniformly sampled gridded data, which differ in the smoothness and the approximation properties of the splines. The results show that our hardware based renderer leads to visualizations (including texturing, multiple light sources, environment mapping, etc.) of highest quality.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Algorithms*
  • Computer Graphics*
  • Image Enhancement / methods*
  • Image Interpretation, Computer-Assisted / methods*
  • Imaging, Three-Dimensional / methods*
  • Reproducibility of Results
  • Sensitivity and Specificity