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dc.contributor.authorBoubekeur, T.en_US
dc.contributor.authorSchlick, C.en_US
dc.date.accessioned2015-02-21T12:52:50Z
dc.date.available2015-02-21T12:52:50Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.01040.xen_US
dc.description.abstractWe present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on-the-fly refinement is performed by the GPU, without any preprocessing nor additional topology data structure. The level of adaptive refinement can be controlled by specifying a per-vertex depth-tag, in addition to usual position, normal, color and texture coordinates. This depth-tag is used by the kernel to instanciate the correct refinement pattern, which will map a refined connectivity on the input coarse polygon. Finally, the refined patch produced for each triangle can be displaced by the vertex shader, using any kind of geometric refinement, such as Bezier patch smoothing, scalar valued displacement, procedural geometry synthesis or subdivision surfaces. This refinement engine does neither require multipass rendering nor any use of fragment processing nor special preprocess of the input mesh structure. It can be implemented on any GPU with vertex shading capabilities.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleA Flexible Kernel for Adaptive Mesh Refinement on GPUen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01040.xen_US
dc.identifier.pages102-113en_US


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