EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware
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Browsing EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware by Author "Dupuy, Jonathan"
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Item Concurrent Binary Trees (with application to longest edge bisection)(ACM, 2020) Dupuy, Jonathan; Yuksel, Cem and Membarth, Richard and Zordan, VictorWe introduce the concurrent binary tree (CBT), a novel concurrent representation to build and update arbitrary binary trees in parallel. Fundamentally, our representation consists of a binary heap, i.e., a 1D array, that explicitly stores the sum-reduction tree of a bitfield. In this bitfield, each one-valued bit represents a leaf node of the binary tree encoded by the CBT, which we locate algorithmically using a binary-search over the sum-reduction. We show that this construction allows to dispatch down to one thread per leaf node and that, in turn, these threads can safely split and/or remove nodes concurrently via simple bitwise operations over the bitfield. The practical benefit of CBTs lies in their ability to accelerate binary-tree-based algorithms with parallel processors. To support this claim, we leverage our representation to accelerate a longest-edgebisection- based algorithm that computes and renders adaptive geometry for large-scale terrains entirely on the GPU. For this specific algorithm, the CBT accelerates processing speed linearly with the number of processors.Item Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies(ACM Association for Computing Machinery, 2022) Barbier, Wilhem; Dupuy, Jonathan; Josef Spjut; Marc Stamminger; Victor ZordanWe introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation for polygon meshes, where each halfedge spans a unique triangle with direct adjacency information. Rather than storing a separate texture per face of the input mesh as is done by previous parameterization-free texturing methods, Htex stores a square texture for each halfedge and its twin.We show that this simple change from face to halfedge induces two important properties for high performance parameterization-free texturing. First, Htex natively supports arbitrary polygons without requiring dedicated code for, e.g, non-quad faces. Second, Htex leads to a straightforward and efficient GPU implementation that uses only three texture-fetches per halfedge to produce continuous texturing across the entire mesh. We demonstrate the effectiveness of Htex by rendering production assets in real time.