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