Triangle Slicing

Thanks to a java/firefox crash combo, i lost the article i was writing. So here’s a shortened version without all the explanation (i’ll write them later).

Last week, I came across a paper called “Generic Mesh Refinement on GPU” and decided to implement it. I finished the refinement pattern generation and the use of a vertex shader to display the refined mesh today.
Here are the results:

1 2
Level 1 refinement Level 2 refinement
4 8
Level 4 refinement Level 8 refinement

As my main goal is to use this technique for displacement mapping, i modify each point in order to map a sphere:

1 2
Level 1 refinement Level 2 refinement (sphere)
4 8
Level 4 refinement (sphere) Level 8 refinement (sphere)
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