The PN triangle method has a great significance in processing tessellation at the hardware level without software assistance. Despite its significance, however, the conventional PN triangle method has certain defects such as inefficient GE operation and degradation of visual quality. Because the method tessellates a curved surface according to the user-defined fixed LOD (Level Of Detail). In this paper, we propose adaptive tessellation of PN triangles using minimum-artifact edge linking. Through this method, higher efficiency of tessellation and better quality of scene are obtained by adaptivity and minimum-artifact edge linking, respectively. This paper also presents a hardware architecture of a PN triangle method using adaptive LOD, which is not a burden for overall 3D graphics hardware.
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Yun-Seok CHOI, Kyu-Sik CHUNG, Lee-Sup KIM, "Adaptive Tessellation of PN Triangles Using Minimum-Artifact Edge Linking" in IEICE TRANSACTIONS on Fundamentals,
vol. E87-A, no. 10, pp. 2821-2828, October 2004, doi: .
Abstract: The PN triangle method has a great significance in processing tessellation at the hardware level without software assistance. Despite its significance, however, the conventional PN triangle method has certain defects such as inefficient GE operation and degradation of visual quality. Because the method tessellates a curved surface according to the user-defined fixed LOD (Level Of Detail). In this paper, we propose adaptive tessellation of PN triangles using minimum-artifact edge linking. Through this method, higher efficiency of tessellation and better quality of scene are obtained by adaptivity and minimum-artifact edge linking, respectively. This paper also presents a hardware architecture of a PN triangle method using adaptive LOD, which is not a burden for overall 3D graphics hardware.
URL: https://global.ieice.org/en_transactions/fundamentals/10.1587/e87-a_10_2821/_p
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@ARTICLE{e87-a_10_2821,
author={Yun-Seok CHOI, Kyu-Sik CHUNG, Lee-Sup KIM, },
journal={IEICE TRANSACTIONS on Fundamentals},
title={Adaptive Tessellation of PN Triangles Using Minimum-Artifact Edge Linking},
year={2004},
volume={E87-A},
number={10},
pages={2821-2828},
abstract={The PN triangle method has a great significance in processing tessellation at the hardware level without software assistance. Despite its significance, however, the conventional PN triangle method has certain defects such as inefficient GE operation and degradation of visual quality. Because the method tessellates a curved surface according to the user-defined fixed LOD (Level Of Detail). In this paper, we propose adaptive tessellation of PN triangles using minimum-artifact edge linking. Through this method, higher efficiency of tessellation and better quality of scene are obtained by adaptivity and minimum-artifact edge linking, respectively. This paper also presents a hardware architecture of a PN triangle method using adaptive LOD, which is not a burden for overall 3D graphics hardware.},
keywords={},
doi={},
ISSN={},
month={October},}
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TY - JOUR
TI - Adaptive Tessellation of PN Triangles Using Minimum-Artifact Edge Linking
T2 - IEICE TRANSACTIONS on Fundamentals
SP - 2821
EP - 2828
AU - Yun-Seok CHOI
AU - Kyu-Sik CHUNG
AU - Lee-Sup KIM
PY - 2004
DO -
JO - IEICE TRANSACTIONS on Fundamentals
SN -
VL - E87-A
IS - 10
JA - IEICE TRANSACTIONS on Fundamentals
Y1 - October 2004
AB - The PN triangle method has a great significance in processing tessellation at the hardware level without software assistance. Despite its significance, however, the conventional PN triangle method has certain defects such as inefficient GE operation and degradation of visual quality. Because the method tessellates a curved surface according to the user-defined fixed LOD (Level Of Detail). In this paper, we propose adaptive tessellation of PN triangles using minimum-artifact edge linking. Through this method, higher efficiency of tessellation and better quality of scene are obtained by adaptivity and minimum-artifact edge linking, respectively. This paper also presents a hardware architecture of a PN triangle method using adaptive LOD, which is not a burden for overall 3D graphics hardware.
ER -