GPU Gems 3 - Generic Adaptive Mesh Refinement

Addison-Wesley, page 93--104 - 2007
In this chapter, we explain how to implement a simple, generic and efficient adaptive mesh refinement kernel on graphics processors. This kernel maps a refined connectivity onto coarse polygons in a single pass at vertex shading stage, enabling arbitrary displacement at high resolution in real-time.

This book chapter summarizes the following research papers: See also how we use this kernel for real-time approximation of subdivision surfaces (Pacific Graphics 2007/ACM SIGGRAPH 2007 sketch). This kernel can also be used for rendering Scalar-Tagged PN Triangles (Eurographics 2005).

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BibTex references

@InBook{BS07a,
  author       = "Boubekeur, Tamy and Schlick, Christophe",
  title        = "GPU Gems 3 - Generic Adaptive Mesh Refinement",
  chapter      = "5",
  pages        = "93--104",
  year         = "2007",
  publisher    = "Addison-Wesley",
  url          = "http://iparla.labri.fr/publications/2007/BS07a"
}

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