ABSTRACT
Remeshing and decimation algorithms are crucial for rendering levels of details on large geometry, as well as preparing meshes for the micro-mesh feature introduced with NVIDIA Ada generation. While remeshing is usually a time-consuming process running on a single or few CPU threads, we present a novel approach to the edge-collapse algorithm designed towards parallel, lock-free GPU decimation, allowing for interactive remeshing of large meshes.
Supplemental Material
- Christopher DeCoro and Natalya Tatarchuk. 2007. Real-Time Mesh Simplification Using the GPU. In Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games (Seattle, Washington) (I3D ’07). Association for Computing Machinery, New York, NY, USA, 161–166. https://doi.org/10.1145/1230100.1230128Google ScholarDigital Library
- Michael Garland and Paul S. Heckbert. 1997. Surface Simplification Using Quadric Error Metrics. In Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques(SIGGRAPH ’97). ACM Press/Addison-Wesley Publishing Co., USA, 209–216. https://doi.org/10.1145/258734.258849Google ScholarDigital Library
Index Terms
- Interactive GPU-based Decimation of Large Meshes
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