Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy

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Bóo, Montserrat
Doggett, Michael

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M. Bóo, M. Amor, R. Concheiro, M. Doggett, Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy, The Computer Journal, Volume 56, Issue 7, July 2013, Pages 843–851, https://doi.org/10.1093/comjnl/bxs046

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Abstract

[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.

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This is a pre-copyedited, author-produced version of an article accepted for publication in The Computer Journal following peer review. The version of record M. Bóo, M. Amor, R. Concheiro, M. Doggett, Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy, The Computer Journal, Volume 56, Issue 7, July 2013, Pages 843–851, is available online at: https://academic.oup.com/comjnl/article-abstract/56/7/843/397484?redirectedFrom=fulltext [https://doi.org/10.1093/comjnl/bxs046].

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© The Author 2012. Published by Oxford University Press on behalf of The British Computer Society. All rights reserved.