Generic Mesh Refinement on GPU

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Date
2005
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Many recent publications have shown that a large variety of computation involved in computer graphics can be moved from the CPU to the GPU, by a clever use of vertex or fragment shaders. Nonetheless there is still one kind of algorithms that is hard to translate from CPU to GPU: mesh refinement techniques. The main reason for this, is that vertex shaders available on current graphics hardware do not allow the generation of additional vertices on a mesh stored in graphics hardware. In this paper, we propose a general solution to generate mesh refinement on GPU. The main idea is to define a generic refinement pattern that will be used to virtually create additional inner vertices for a given polygon. These vertices are then translated according to some procedural displacement map defining the underlying geometry (similarly, the normal vectors may be transformed according to some procedural normal map). For illustration purpose, we use a tesselated triangular pattern, but many other refinement patterns may be employed. To show its flexibility, the technique has been applied on a large variety of refinement techniques: procedural displacement mapping, as well as more complex techniques such as curved PN-triangles or ST-meshes.
Description

        
@inproceedings{
10.2312:EGGH/EGGH05/099-104
, booktitle = {
Graphics Hardware
}, editor = {
Michael Meissner and Bengt-Olaf Schneider
}, title = {{
Generic Mesh Refinement on GPU
}}, author = {
Boubekeur, Tamy
and
Schlick, Christophe
}, year = {
2005
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3471
}, ISBN = {
1-59593-086-8
}, DOI = {
10.2312/EGGH/EGGH05/099-104
} }
Citation