A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping

Martin Knuth, Jörn Kohlhammer, Arjan Kuijper. A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping. In Kenny Erleben, Jan Bender, Matthias Teschner, editors, Proceedings of the Seventh Workshop on Virtual Reality Interactions and Physical Simulations, VRIPHYS 2010, Copenhagen, Denmark, 2010. pages 21-29, Eurographics Association, 2010. [doi]

@inproceedings{KnuthKK10,
  title = {A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping},
  author = {Martin Knuth and Jörn Kohlhammer and Arjan Kuijper},
  year = {2010},
  doi = {10.2312/PE/vriphys/vriphys10/021-029},
  url = {http://dx.doi.org/10.2312/PE/vriphys/vriphys10/021-029},
  tags = {rule-based, refinement},
  researchr = {https://researchr.org/publication/KnuthKK10},
  cites = {0},
  citedby = {0},
  pages = {21-29},
  booktitle = {Proceedings of the Seventh Workshop on Virtual Reality Interactions and Physical Simulations, VRIPHYS 2010, Copenhagen, Denmark, 2010},
  editor = {Kenny Erleben and Jan Bender and Matthias Teschner},
  publisher = {Eurographics Association},
  isbn = {978-3-905673-78-4},
}