TL;DR
This paper introduces an enhanced concurrent binary tree data-structure for GPU-based adaptive triangulation, enabling large-scale terrain and planetary geometry rendering with improved flexibility and performance.
Contribution
It extends CBT to support arbitrary polygon meshes and uses it as a memory pool for high-level adaptive subdivision on GPUs.
Findings
Supports conforming triangulations of arbitrary polygons.
Achieves triangulation in less than 0.2ms on console hardware.
Enables planetary-scale geometry rendering from coarse meshes.
Abstract
A concurrent binary tree (CBT) is a GPU-friendly data-structure suitable for the generation of bisection based terrain tessellations, i.e., adaptive triangulations over square domains. In this paper, we expand the benefits of this data-structure in two respects. First, we show how to bring bisection based tessellations to arbitrary polygon meshes rather than just squares. Our approach consists of mapping a triangular subdivision primitive, which we refer to as a bisector, to each halfedge of the input mesh. These bisectors can then be subdivided adaptively to produce conforming triangulations solely based on halfedge operators. Second, we alleviate a limitation that restricted the triangulations to low subdivision levels. We do so by using the CBT as a memory pool manager rather than an implicit encoding of the triangulation as done originally. By using a CBT in this way, we…
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