Bézier surfaces have been widely employed in the designing of complex scenes with high-quality results. Nevertheless, parametric surfaces cannot be directly rendered in the current GPUs of modern handheld devices. This work proposes a non-adaptive method for tessellating Bézier surfaces on a GPU without primitive generator, such as the GPUs implemented in handled devices. Our technique is based on the utilization of a parametric map of virtual vertices, and its operation can be adapted to the hardware resources available in the GPU by tuning a series of parameters. Additionally, an analysis of the most relevant hardware constraints in the graphics hardware of the current handheld devices has been carried out. As those constraints prevent interactive high-quality results from being achieved, even with our proposal, we present an algorithmic approach focused on the real-time rendering on future handheld devices.
The computation of high quality animation sequences is expensive. Generation time
for each frame can take a few hours Recently, Image-Based Rendering methods
have been proposed to solve this problem. As these techniques obtain new arbitrary
views from precomputed ones at low cost, walkthroughs may be computed faster.
Consequently, the selection of the precomputed images is a very important step.
The initial set of keyframes should fulfill two requirements, it must be small but
provide as much information as possible on the scene. In this paper we review several keyframe selection strategies and then we propose a new method based on entropy that achieve similar, and in some cases better, results.