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| Main Authors: | , |
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| Format: | Preprint |
| Published: |
2024
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2407.02215 |
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| _version_ | 1866913414210650112 |
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| author | Benyoub, Anis Dupuy, Jonathan |
| author_facet | Benyoub, Anis Dupuy, Jonathan |
| contents | A concurrent binary tree (CBT) is a GPU-friendly data-structure suitable for the generation of bisection based terrain tessellations, i.e., adaptive triangulations over square domains. In this paper, we expand the benefits of this data-structure in two respects. First, we show how to bring bisection based tessellations to arbitrary polygon meshes rather than just squares. Our approach consists of mapping a triangular subdivision primitive, which we refer to as a bisector, to each halfedge of the input mesh. These bisectors can then be subdivided adaptively to produce conforming triangulations solely based on halfedge operators. Second, we alleviate a limitation that restricted the triangulations to low subdivision levels. We do so by using the CBT as a memory pool manager rather than an implicit encoding of the triangulation as done originally. By using a CBT in this way, we concurrently allocate and/or release bisectors during adaptive subdivision using shared GPU memory. We demonstrate the benefits of our improvements by rendering planetary scale geometry out of very coarse meshes. Performance-wise, our triangulation method evaluates in less than 0.2ms on console-level hardware. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2407_02215 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | Concurrent Binary Trees for Large-Scale Game Components Benyoub, Anis Dupuy, Jonathan Graphics A concurrent binary tree (CBT) is a GPU-friendly data-structure suitable for the generation of bisection based terrain tessellations, i.e., adaptive triangulations over square domains. In this paper, we expand the benefits of this data-structure in two respects. First, we show how to bring bisection based tessellations to arbitrary polygon meshes rather than just squares. Our approach consists of mapping a triangular subdivision primitive, which we refer to as a bisector, to each halfedge of the input mesh. These bisectors can then be subdivided adaptively to produce conforming triangulations solely based on halfedge operators. Second, we alleviate a limitation that restricted the triangulations to low subdivision levels. We do so by using the CBT as a memory pool manager rather than an implicit encoding of the triangulation as done originally. By using a CBT in this way, we concurrently allocate and/or release bisectors during adaptive subdivision using shared GPU memory. We demonstrate the benefits of our improvements by rendering planetary scale geometry out of very coarse meshes. Performance-wise, our triangulation method evaluates in less than 0.2ms on console-level hardware. |
| title | Concurrent Binary Trees for Large-Scale Game Components |
| topic | Graphics |
| url | https://arxiv.org/abs/2407.02215 |