Dynamic Mesh Refinement on GPU using Geometry Shaders
Date issued
2008
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The
technique can be applied to any triangulated 3D mesh with arbitrary topology and connectivity. The
functionality relies on geometry shaders that are used to amplify or remove geometry based on precalculated
refinement patterns. For each triangle, the instantiated refinement pattern is selected dynamically. Due to
limitations of current hardware, on-the-fly pattern instantiation cannot be implemented on the GPU. Instead, the
complete refined mesh must be generated through pattern copying. We propose an incremental approach where
the refined mesh is generated by using the previous refined mesh as primitive source. This algorithm runs
exclusively on the GPU and requires no continuous data exchange between CPU and GPU. Due to the necessary
mesh generation, the approach is particularly suitable for applications with small refinement levels. It
complements traditional pattern-based refinement approaches that deliver high throughput for large refinement
levels, but incur a substantial CPU-GPU communication overhead otherwise. Interesting applications include
view-dependent mesh smoothing and interactive non-planar projections. In these areas, our algorithm enables
efficient vertex-based implementations due to adaptive refinement.
Description
Subject(s)
geometrická stínidla, grafické procesory, real-time vykreslování, barycentrické souřadnice
Citation
WSCG '2008: Full Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS, University of West Bohemia Plzen, Czech Republic, February 4 - 7, 2008, p. 97-104.