Real-Time Rendering Techniques with Hardware Tessellation

Journal article

Publication Details

Author(s): Niessner M, Fisher M, Loop C, Stamminger M, Schäfer H, Keinert B
Journal: Computer Graphics Forum
Publisher: Wiley-Blackwell
Publication year: 2015
ISSN: 0167-7055


Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces 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 survey, 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.

FAU Authors / FAU Editors

Keinert, Benjamin
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)
Schäfer, Henry
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)
Stamminger, Marc Prof. Dr.
Lehrstuhl für Informatik 9 (Graphische Datenverarbeitung)

External institutions with authors

Microsoft Corporation
Stanford University

How to cite

Niessner, M., Fisher, M., Loop, C., Stamminger, M., Schäfer, H., & Keinert, B. (2015). Real-Time Rendering Techniques with Hardware Tessellation. Computer Graphics Forum.

Niessner, Matthias, et al. "Real-Time Rendering Techniques with Hardware Tessellation." Computer Graphics Forum (2015).


Last updated on 2019-22-07 at 07:37