Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Benyoub, Anis, Dupuy, Jonathan
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2407.02215
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Inhaltsangabe:
  • 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.