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Longest Edge Bisection 2D

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This code allows to reproduce some of the results of my paper "Concurrent Binary Trees (with application to Longest Edge Bisection)". I provide three programs: subdivision, terrain, and catmullclark.

Subdivision Program

This program provides a basic example to set-up the CBT and LEB library to compute adaptive longest edge bisections in parallel either on the CPU or GPU. The parallel computations are carried out by OpenMP on the CPU, and GLSL on the GPU. Below is a preview of the program. alt text

Terrain Program

This program provides a terrain renderer based on the adaptive longest edge bisection. The terrain geometry is computed and updated in parallel on the GPU using GLSL shaders. Below is a preview of the program. alt text

Catmull-Clark Program

This program provides adaptive tessellation for Catmull Clark subdivision surfaces. The entire geometry is computed and updated in parallel on the GPU using GLSL shaders. Below is a preview of the program. alt text

License

Apart from the submodule folder, the code from this repository is released in public domain. You can do anything you want with them. You have no legal obligation to do anything else, although I appreciate attribution.

It is also licensed under the MIT open source license, if you have lawyers who are unhappy with public domain.

Cloning

Clone the repository and all its submodules using the following command:

git clone --recursive git@github.com:jdupuy/LongestEdgeBisection2D.git

If you accidentally omitted the --recursive flag when cloning the repository you can retrieve the submodules like so:

git submodule update --init --recursive

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