Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy
(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)
Please use this url to cite or link to this publication:
https://lup.lub.lu.se/record/3975890
- author
- Boo, M. ; Amor, M. ; Concheiro, R. and Doggett, Michael LU
- organization
- publishing date
- 2013
- 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}}, }