Gradient meshes, an advanced vector graphics primitive, are widely used by designers for creating scalable vector graphics. Traditional variants require a regular rectangular topology, which is a severe design restriction. The more advanced subdivision gradient mesh allows for an arbitrary manifold topology and is based on subdivision techniques to define the resulting colour surface. This also allows the artists to manipulate the geometry and colours at various levels of subdivision. Recent advances allow for the interpolation of both geometry and colour, local detail following edits at coarser subdivision levels and sharp colour transitions. A shortcoming of all existing methods is their dependence on global refinement, which makes them unsuitable for real-time (commercial) design applications. We present a novel method that incorporates the idea of feature-adaptive subdivision and uses approximating patches suitable for hardware tessellation with real-time performance. Further novel features include multiple interaction mechanisms and self-intersection prevention during interactive design/editing.
|Tijdschrift||COMPUTER GRAPHICS FORUM|
|Nummer van het tijdschrift||1|
|Status||Published - feb.-2022|