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Chair of Visual Computing
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  1. Friedrich-Alexander-Universität
  2. Technische Fakultät
  3. Department Informatik

Chair of Visual Computing

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  • Research
    • Rendering and Visualization
    • Geometric Modeling and 3D Reconstruction
    • Virtual, Mixed, and Augmented Reality
    • Visual Computing for Digital Humanities and Social Sciences
    • Visual Healthcare Computing
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    • Vertiefungsrichtung Visual Computing
    • Summer Term 2025
    • Winter Term 2024/25
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  2. Publications
  3. State of the Art Report on Real-time Rendering with Hardware Tessellation

State of the Art Report on Real-time Rendering with Hardware Tessellation

In page navigation: Publications
  • Adaptive stray-light compensation in dynamic multi-projection mapping
  • Adaptive Temporal Sampling for Volumetric Path Tracing of Medical Data
  • Analytic Displacement Mapping using Hardware Tessellation
  • Anisotropic Surface Based Deformation
  • Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces
  • Automated Heart Localization in Cardiac Cine MR Data
  • Demo of Face2Face: Real-time Face Capture and Reenactment of RGB Videos
  • Enhanced Sphere Tracing
  • Evaluating the Usability of Recent Consumer-Grade 3D Input Devices
  • Face2Face: Real-time Face Capture and Reenactment of RGB Videos
  • FaceForge: Markerless Non-Rigid Face Multi-Projection Mapping
  • FaceInCar: Real-time Dense Monocular Face Tracking of a Driver
  • FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality
  • GroPBS: Fast Solver for Implicit Electrostatics of Biomolecules
  • Grundsätzliche Überlegungen zur Edition des Bestandes an Münzen der FAU als frei zugängliche Datenbank im WWW
  • HeadOn: Real-time Reenactment of Human Portrait Videos
  • Hierarchical Multi-Layer Screen-Space Ray Tracing
  • Hybrid Mono-Stereo Rendering in Virtual Reality
  • Interactive Model-based Reconstruction of the Human Head using an RGB-D Sensor
  • Interactive Painting and Lighting in Dynamic Multi-Projection Mapping
  • Learning Real-Time Ambient Occlusion from Distance Representations
  • Low-Cost Real-Time 3D Reconstruction of Large-Scale Excavation Sites using an RGB-D Camera
  • Multi-Layer Depth of Field Rendering with Tiled Splatting
  • Multi-Resolution Attributes for Hardware Tessellated Objects
  • Real-time 3D Reconstruction at Scale using Voxel Hashing
  • Real-time Collision Detection for Dynamic Hardware Tessellated Objects
  • Real-time Expression Transfer for Facial Reenactment
  • Real-time Local Displacement using Dynamic GPU Memory Management
  • Real-Time Pixel Luminance Optimization for Dynamic Multi-Projection Mapping
  • Reality Forge: Interactive Dynamic Multi-Projection Mapping
  • Robust Blending and Occlusion Compensation in Dynamic Multi-Projection Mapping
  • Shape Adaptive Cut Lines
  • Spherical Fibonacci Mapping
  • State of the Art Report on Real-time Rendering with Hardware Tessellation
  • Stray-Light Compensation in Dynamic Projection Mapping
  • Visualization and Deformation Techniques for Entertainment and Training in Cultural Heritage
  • VolumeDeform: Real-time Volumetric Non-rigid Reconstruction

State of the Art Report on Real-time Rendering with Hardware Tessellation

Dr.-Ing Henry Schäfer

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For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible
shading. However, scene data itself has typically been generated on the CPU and then uploaded to GPU memory.
Therefore, widely used techniques that generate geometry at render time on demand for the rendering of smooth
and displaced surfaces were not applicable to interactive applications. As a result of recent advances in graphics
hardware, in particular the GPU tessellation unit’s ability to overcome this limitation, complex geometry can now
be generated within the GPU’s rendering pipeline on the fly. GPU hardware tessellation enables the generation
of smooth parametric surfaces or application of displacement mapping in real-time applications. However, many
well-established approaches in offline rendering are not directly transferable, due to the limited tessellation patterns
or the parallel execution model of the tessellation stage. In this state of the art report, we provide an overview
of recent work and challenges in this topic by summarizing, discussing and comparing methods for the rendering
of smooth and highly detailed surfaces in real-time.
Chair of Visual Computing
(Lehrstuhl für Graphische Datenverarbeitung)

Cauerstraße 11
91058 Erlangen
Deutschland
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