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VERSION:2.0
PRODID:Linklings LLC
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TZID:Asia/Hong_Kong
X-LIC-LOCATION:Asia/Hong_Kong
BEGIN:STANDARD
TZOFFSETFROM:+0800
TZOFFSETTO:+0800
TZNAME:HKT
DTSTART:19911015T033000
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BEGIN:VEVENT
DTSTAMP:20251218T030656Z
LOCATION:Meeting Room S421\, Level 4
DTSTART;TZID=Asia/Hong_Kong:20251218T133200
DTEND;TZID=Asia/Hong_Kong:20251218T134300
UID:siggraphasia_SIGGRAPH Asia 2025_sess154_tog_123@linklings.com
SUMMARY:Direct Rendering of Intrinsic Triangulations
DESCRIPTION:Waldemar Celes (Pontifical Catholic University of Rio de Janei
 ro, Tecgraf Institute)\n\nExisting intrinsic triangulation frameworks repr
 esent powerful tools for geometry processing; however, they all require th
 e extraction of the common subdivision between extrinsic and intrinsic tri
 angulations for visualization and optimized data transfer. We describe an 
 efficient and effective algorithm for directly rendering intrinsic triangu
 lations that avoids extracting common subdivisions. Our strategy is to use
  GPU shaders to render the intrinsic triangulation while rasterizing extri
 nsic triangles. We rely on a point-location algorithm supported by a compa
 ct data structure, which requires only two values per extrinsic triangle t
 o represent the correspondence between extrinsic and intrinsic triangulati
 ons. This data structure is easier to maintain than previous proposals whi
 le supporting all the standard topological operations for improving the in
 trinsic mesh quality, such as edge flips, triangle refinements, and vertex
  displacements. Computational experiments show that the proposed data stru
 cture is numerically robust and can process nearly degenerate triangulatio
 ns. We also propose a meshless strategy to accurately transfer data from i
 ntrinsic to extrinsic triangulations without relying on the extraction of 
 common subdivisions.\n\nRegistration Category: Full Access, Full Access Su
 pporter\n\nSession Chair: Qingnan Zhou (Adobe)\n\n
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