We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU. Our data structure is carefully designed for parallel execution while capturing mesh locality and confining data access, as much as possible, within the GPU's fast shared memory. We achieve this by subdividing the mesh into patches and representing these patches compactly using a matrix-based representation. Our patching technique is decorated with ribbons, thin mesh strips around patches that eliminate the need to communicate between different computation thread blocks, resulting in consistent high throughput. We call our data structure RXMesh: Ribbon-matriX Mesh. We hide the complexity of our data structure behind a flexible...
This study targets at speeding up polygon rasterization in large-scale geospatial datasets by utiliz...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
Abstract. A new data-parallel algorithm for reconstructing smooth surfaces defined by arbitrary 3D t...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
We present a novel and expedite way to compress triangles meshes, fans and strips for ray-tracing on...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Graphical processing units (GPUs) have recently attracted attention for scientific applications such...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
Geometry images resample meshes to represent them as texture for efficient GPU processing by forcing...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
This study targets at speeding up polygon rasterization in large-scale geospatial datasets by utiliz...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
Abstract. A new data-parallel algorithm for reconstructing smooth surfaces defined by arbitrary 3D t...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
We present a novel and expedite way to compress triangles meshes, fans and strips for ray-tracing on...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Graphical processing units (GPUs) have recently attracted attention for scientific applications such...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
Geometry images resample meshes to represent them as texture for efficient GPU processing by forcing...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
This study targets at speeding up polygon rasterization in large-scale geospatial datasets by utiliz...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
Abstract. A new data-parallel algorithm for reconstructing smooth surfaces defined by arbitrary 3D t...