Computing Three-dimensional Constrained Delaunay Refinement Using the GPU
Abstract
We propose the first GPU algorithm for the 3D triangulation refinement problem. For an input of a piecewise linear complex G and a constant B, it produces, by adding Steiner points, a constrained Delaunay triangulation conforming to G and containing tetrahedra mostly of radius-edge ratios smaller than B. Our implementation of the algorithm shows that it can be an order of magnitude faster than the best CPU algorithm while using a similar amount of Steiner points to produce triangulations of comparable quality.
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