I haven't heard of anyone porting the exact algorithm to the GPU, but

Chris Dyken (

http://heim.ifi.uio.no/~erikd/index.html) and Gernot

Ziegler (

http://www.mpi-inf.mpg.de/~gziegler/) recently did some very

cool work on a GPU implementation of marching cubes that doesn't

require geometry shaders. It therefore runs on older hardware

(unlike eg: NVIDIA's implementation described in GPU Gems 3 which

requires a GeForce 8), and it outperforms the geometry shader

implementation too.

I didn't investigate deeply enough to say it with confidence, but it

seems likely that the approach above could be used to accelerate

tessellation of the the implicit surfaces defined by ShapeShop

(

http://www.shapeshop3d.com/). The result would be a Teddy-like UI,

but fast fast fast.

A more direct port of Igarashi's algorithm might be possible. We've

known how to compute Voronoi regions on the GPU since before shaders

were around, but I don't know how easy it would be to transform this

into the Delaunay triangulation (the dual of the Voronoi diagram) on

the GPU. Very quick profiling shows that about a third of the

runtime is doing a flood-fill, so we'd have to figure out how to do

that on the GPU too if we want more than a 3x speedup.

Josh

On Nov 17, 2007, at 7:05 AM, David Faught wrote:

> I also wonder how hard it might be to implement Takeo Igarashi's

> sketch plumping method (as modified by Andreas' grad student whose

> name escapes me, and which is used in Croquet's TPainter and

> CCPainter) on the GPU in a few passes ...

>

> On 10/29/07, David Faught <

[hidden email]> wrote:

>> Gee, I wonder if there might be some really spiffy application of

>> OMeta for

>> parsing lots of different 3D file formats?

>>

>>

http://www.cs.ucla.edu/~awarth/papers/dls07.pdf>>

http://www.cs.ucla.edu/~awarth/ometa/>>