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Our approach uses standard GPU tessellation hardware and processes each face of a base mesh independently, thus allowing an entire model to be rendered in a single pass. The key idea of our method is to subdivide the\n            <jats:italic>u, v<\/jats:italic>\n            domain of each face ahead of time, generating a quadtree structure, and then submit one tessellated primitive per input face. By traversing the quadtree for each post-tessellation vertex, we are able to accurately and efficiently evaluate the limit surface. Our method yields a more uniform tessellation of the surface, and faster rendering, as fewer primitives are submitted. We evaluate our method on a variety of assets, and realize performance that can be three times faster than state-of-the-art approaches. In addition, our streaming formulation makes it easier to integrate subdivision surfaces into applications and shader code written for polygonal models. We illustrate integration of our technique into a full-featured video game engine.\n          <\/jats:p>","DOI":"10.1145\/2897824.2925874","type":"journal-article","created":{"date-parts":[[2016,7,11]],"date-time":"2016-07-11T16:04:33Z","timestamp":1468253073000},"page":"1-12","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":22,"title":["Efficient GPU rendering of subdivision surfaces using adaptive quadtrees"],"prefix":"10.1145","volume":"35","author":[{"given":"Wade","family":"Brainerd","sequence":"first","affiliation":[{"name":"Activision"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Theresa","family":"Foley","sequence":"additional","affiliation":[{"name":"NVIDIA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Manuel","family":"Kraemer","sequence":"additional","affiliation":[{"name":"NVIDIA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Henry","family":"Moreton","sequence":"additional","affiliation":[{"name":"NVIDIA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Matthias","family":"Nie\u00dfner","sequence":"additional","affiliation":[{"name":"Stanford University"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2016,7,11]]},"reference":[{"key":"e_1_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1109\/MM.2006.45"},{"key":"e_1_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/504502.504505"},{"key":"e_1_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.1111\/cgf.12014"},{"key":"e_1_2_2_4_1","volume-title":"GPU Pro 7: Advanced Rendering Techniques","author":"Brainerd W.","unstructured":"Brainerd, W. 2016. 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