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Concurrent Binary Trees for Large-Scale Game Components

Published: 09 August 2024 Publication History

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 concurrently allocate and/or release bisectors during adaptive subdivision using shared GPU memory. We demonstrate the benefits of our improvements by rendering planetary scale geometry out of very coarse meshes. Performance-wise, our triangulation method evaluates in less than 0.2ms on console-level hardware.

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cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 7, Issue 3
August 2024
363 pages
EISSN:2577-6193
DOI:10.1145/3688389
Issue’s Table of Contents
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Association for Computing Machinery

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Publication History

Published: 09 August 2024
Published in PACMCGIT Volume 7, Issue 3

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Author Tags

  1. GPU
  2. level-of-detail
  3. real-time
  4. rendering
  5. subdivision

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