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Journal of Graphics ›› 2025, Vol. 46 ›› Issue (1): 159-169.DOI: 10.11996/JG.j.2095-302X.2025010159

• Computer Graphics and Virtual Reality • Previous Articles     Next Articles

Delaunay triangulation partitioning processing algorithm based on compute shaders

CHEN Guojun(), LI Zhenshuo, CHEN Haozhen   

  1. Qingdao Institute of Software, College of Computer Science and Technology, China University of Petroleum (East China), Qingdao 266580, China
  • Received:2024-06-29 Accepted:2024-09-25 Online:2025-02-28 Published:2025-02-14
  • About author:First author contact:

    CHEN Guojun (1968-), associate professor, Ph.D. His main research interests are graphic image processing and virtual reality. E-mail:chengj@upc.edu.cn

Abstract:

Delaunay triangulation is a classic computational geometry algorithm, which is widely used in many fields. With the increasing demand for practical applications, the existing Delaunay triangulation algorithm have proven inadequate for large-scale data. Therefore, a parallel Delaunay triangulation method based on compute shaders was proposed. This method input point set data into the compute shader through a texture buffer and utilized the compute shader to execute the Delaunay triangulation algorithm. At the same time, a dynamic insertion method was proposed based on the existing method to address the remapping problem of point sets in discrete space. In addition, to enable GPUs with limited video memory to construct Delaunay triangulations that significantly exceeded their video memory limitations, a partitioned bidirectional scanning algorithm based on compute shaders was proposed. This method divided the point set into multiple sub-regions, and then constructed the network by scanning each sub-region. Experimental results indicated that under the same operating environment, the method based on compute shaders shortened the network construction time compared with the existing methods. Moreover, the partitioned bidirectional scanning algorithm effectively solved the GPU memory bottleneck problem, allowing GPUs with limited video memory to construct Delaunay triangulations that far exceeded their video memory capacity.

Key words: Delaunay triangulation, compute shader, GPU, parallel computing, Voronoi diagram

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