Coffee, Code & Shaders: Real-Time Rendering Conversations

Concurrent Binary Trees for Large Scale Game Systems


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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.


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https://arxiv.org/pdf/2407.02215

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Coffee, Code & Shaders: Real-Time Rendering ConversationsBy Jacobo Ríos