Concurrent Binary Trees for Large-Scale Game Components

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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Publication Details

Journal
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Published
2024-08-09
DOI
https://doi.org/10.1145/3675371
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
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article

Concurrent Binary Trees for Large-Scale Game Components

Jonathan Dupuy, Anis Benyoub
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Computer Graphics and Visualization Techniques
article

Concurrent Binary Trees for Large-Scale Game Components

Jonathan Dupuy, Anis Benyoub
article en

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.

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 7(3)
Openalex Percentile: Top 80%
Computer Graphics and Visualization Techniques
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Concurrent Binary Trees for Large-Scale Game Components — Jonathan Dupuy, Anis Benyoub · Proceedings of the ACM on Computer Graphics and Interactive Techniques (2024) | TGRS Research Map | TGRS