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dc.contributor.authorVanhoey, Kennethen_US
dc.contributor.authorDupuy, Jonathanen_US
dc.contributor.editorPelechano, Nuriaen_US
dc.contributor.editorVanderhaeghe, Daviden_US
dc.date.accessioned2022-04-22T08:16:12Z
dc.date.available2022-04-22T08:16:12Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-169-4
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20221028
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20221028
dc.description.abstractWe observe that a Loop refinement step invariably splits halfedges into four new ones. We leverage this observation to formulate a breadth-first uniform Loop subdivision algorithm: Our algorithm iterates over halfedges to both generate the refined topological information and scatter contributions to the refined vertex points. Thanks to this formulation we limit concurrent data access, enabling straightforward and efficient parallelization on the GPU. We provide an open-source GPU implementation that runs at state-of-the-art performances and supports production-ready assets, including borders and semi-sharp creases.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies --> Computer graphics; Mesh models
dc.subjectComputing methodologies
dc.subjectComputer graphics
dc.subjectMesh models
dc.titleA Halfedge Refinement Rule for Parallel Loop Subdivisionen_US
dc.description.seriesinformationEurographics 2022 - Short Papers
dc.description.sectionheadersGeometry and Shape
dc.identifier.doi10.2312/egs.20221028
dc.identifier.pages41-44
dc.identifier.pages4 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License