Real‐time procedural resurfacing using GPU mesh shader

Abstract Real‐time rendering of complex environments and detailed objects is challenging due to the geometric generation cost and its associated memory requirements. Traditional methods often rely on precomputed procedural details, limiting flexibility and realtime interaction. Although state‐of‐the‐art approaches have addressed these questions, they frequently fall short in providing dynamic, high‐fidelity surface transformations. This article presents a novel real‐time procedural mesh resurfacing method that utilizes GPU mesh shaders to generate a wide range of geometrical appearances directly in place of a base control mesh. Our approach enables on‐the‐fly procedural geometry generation, allowing for the creation of new explicit geometric surfaces, fine control over geometric adjustments, and dynamic level of detail management. Procedural parameters can be accurately driven in real time by explicit control maps or arbitrary user inputs. The proposed technique reduces VRAM usage and power consumption, offering competitive performance compared to traditional pipelines. Comparative evaluations demonstrate that it enables a significantly higher number of primitives to be rendered in real‐time without being limited by GPU memory. The key advantage of the proposed resurfacing framework lies in its ability to fully control dynamic generation of surfaces at rendertime.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-18
DOI
https://doi.org/10.1111/cgf.70075
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.00
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article

Real‐time procedural resurfacing using GPU mesh shader

Mickaël Ribardière, Guillaume Gilet, Daniel Menevaux, Josué Raad et al.
Computer Graphics Forum
Computer Graphics and Visualization Techniques
article

Real‐time procedural resurfacing using GPU mesh shader

Mickaël Ribardière, Guillaume Gilet, Daniel Menevaux, Josué Raad, Arthur Delon
article en

Abstract

Abstract Real‐time rendering of complex environments and detailed objects is challenging due to the geometric generation cost and its associated memory requirements. Traditional methods often rely on precomputed procedural details, limiting flexibility and realtime interaction. Although state‐of‐the‐art approaches have addressed these questions, they frequently fall short in providing dynamic, high‐fidelity surface transformations. This article presents a novel real‐time procedural mesh resurfacing method that utilizes GPU mesh shaders to generate a wide range of geometrical appearances directly in place of a base control mesh. Our approach enables on‐the‐fly procedural geometry generation, allowing for the creation of new explicit geometric surfaces, fine control over geometric adjustments, and dynamic level of detail management. Procedural parameters can be accurately driven in real time by explicit control maps or arbitrary user inputs. The proposed technique reduces VRAM usage and power consumption, offering competitive performance compared to traditional pipelines. Comparative evaluations demonstrate that it enables a significantly higher number of primitives to be rendered in real‐time without being limited by GPU memory. The key advantage of the proposed resurfacing framework lies in its ability to fully control dynamic generation of surfaces at rendertime.

Computer Graphics ForumVol. 44(2)
Université de Sherbrooke (CA), Université de Poitiers (FR)
Openalex Percentile: Top 86%
Computer Graphics and Visualization Techniques
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