Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy

M. Boo, M. Amor, R. Concheiro, Michael Doggett

Research output: Contribution to journalArticlepeer-review

Abstract

In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of triangular meshes on the graphics processing unit (GPU). Tessellation is performed according to a local test to generate primitives dynamically. The refinement procedure does not require the pre-computation of any refinement pattern. The resulting adaptive procedure is efficient and simple, and generates the tessellation pattern of each triangle dynamically. The non-recursive strategy simplifies mesh reconstruction, avoids irregular memory access patterns and uses a simple control flow to make it a good candidate to guide the evolution of tessellation algorithms on future graphics cards. To test our proposal, we have used the geometry shader of current GPUs to generate primitives dynamically.
Original languageEnglish
Pages (from-to)843-851
JournalComputer Journal
Volume56
Issue number7
DOIs
Publication statusPublished - 2013

Subject classification (UKÄ)

  • Computer Sciences

Free keywords

  • adaptive tessellation
  • displacement mapping
  • non-recursive strategy
  • strips of vertices

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