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

Boo, M. ; Amor, M. ; Concheiro, R. and Doggett, Michael LU orcid (2013) In Computer Journal 56(7). p.843-851
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... (More)
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. (Less)
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author
; ; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
adaptive tessellation, displacement mapping, non-recursive strategy, strips of vertices
in
Computer Journal
volume
56
issue
7
pages
843 - 851
publisher
Oxford University Press
external identifiers
  • wos:000321052400004
  • scopus:84880093349
ISSN
1460-2067
DOI
10.1093/comjnl/bxs046
language
English
LU publication?
yes
id
1fd9c2a9-9e4a-426a-9d22-04f9a0fbfdbb (old id 3975890)
date added to LUP
2016-04-01 10:53:53
date last changed
2022-05-18 02:59:54
@article{1fd9c2a9-9e4a-426a-9d22-04f9a0fbfdbb,
  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.}},
  author       = {{Boo, M. and Amor, M. and Concheiro, R. and Doggett, Michael}},
  issn         = {{1460-2067}},
  keywords     = {{adaptive tessellation; displacement mapping; non-recursive strategy; strips of vertices}},
  language     = {{eng}},
  number       = {{7}},
  pages        = {{843--851}},
  publisher    = {{Oxford University Press}},
  series       = {{Computer Journal}},
  title        = {{Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy}},
  url          = {{http://dx.doi.org/10.1093/comjnl/bxs046}},
  doi          = {{10.1093/comjnl/bxs046}},
  volume       = {{56}},
  year         = {{2013}},
}