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Today we will discuss this paper by Jonathan Dupuy and Anis Benyoub, in which they present a new triangulation method that allows rendering large-scale video game components, such as planets, terrains, and more, using concurrent binary trees on the GPU. This enables adaptive allocation and release of primitives, optimizing both memory usage and performance.
Read paper:
https://arxiv.org/pdf/2407.02215
By Jacobo RíosToday we will discuss this paper by Jonathan Dupuy and Anis Benyoub, in which they present a new triangulation method that allows rendering large-scale video game components, such as planets, terrains, and more, using concurrent binary trees on the GPU. This enables adaptive allocation and release of primitives, optimizing both memory usage and performance.
Read paper:
https://arxiv.org/pdf/2407.02215