Graphics Reference
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3.5 Conclusion
We have presented a novel implementation for quadtrees running completely on
the GPU. It takes advantage of linear trees to alleviate the recursive nature of
common tree implementations, offering a simple and ecient data structure for
parallel processors. While this work focuses on quadtrees, this representation
can also be used for higher dimensional trees, such as octrees. Using the same
distance-based criterion, the
algorithm [Lengyel 10] could be employed
to produce a crack-free volume extractor, running entirely on the GPU. We expect
such an implementation to be extremely fast as well.
Transvoxel l
Acknowledgements
This work was partly funded in Canada by GRAND and in France by ANR.
Jonathan Dupuy acknowledges additional financial support from an Explo'ra Doc
grant from “region Rhone-Alpes,” France.
Bibliography
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