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This Unity Project is a demo of research work enabling parallelized Catmull-Clark subdivision on the GPU with adaptively-subdivided rendering.

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Unity-Technologies/RTCatmullClarkSubdivision

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Catmull-Clark Mesh Renderer

This Unity Project is a demo of research work enabling parallellized Catmull-Clark subdivision on the GPU with adaptively-subdivised rendering.

It leverages the following works by Jonathan Dupuy, Thomas Deliot and Kenneth Vanhoey.

  • A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision, published at High Performance Graphics 2021 (paper, video, presentation)
  • Bisection Based Triangulation of Catmull Clark Subdivision, Siggraph Talks 2022 (paper, presentation)

Adaptive Mesh Subdivision!

Installation

In Unity Hub, add this folder and open with Unity 6 (tested with 6000.0.40f1 LTS and 6000.1.0a9_5daf0693406e_x64 ALPHA).

Run Demo and Features

Open the T-Rex Catmull-Clark Asset. By default, the mesh is subdivided on the GPU according to distance to camera: less refinement at a distance, more detailed for close-ups.

Options can be edited by

  • Selecting trex_walkcycle/Catmull_Clark_Trex_LOW in the Hierarchy
  • Go to the Catmull Clark Mesh Renderer (Script) tab in the Inspector

in which the following features are supported:

  • Rendering Mode: Show Control Mesh (the coarsest level), Uniform or Adaptive Tessellation, respectively.
  • Pause Adaptive Tessellation
  • Set the desired Pixels per Triangle ratio

Disclaimer

This demo software is provided "as is". The repository owners cannot accept pull requests, GitHub review requests, or any other GitHub-hosted issue management requests.

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This Unity Project is a demo of research work enabling parallelized Catmull-Clark subdivision on the GPU with adaptively-subdivided rendering.

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