| Mesh subdivision has always been paid much attention to and widely applied in many areas. As a branch of mesh subdivision, volumetric mesh subdivision is mainly applied in free-form deformation. During free-form deformation, apparent discontinuity artifacts appear in the deformation result when the control mesh is too coarse. Volumetric mesh subdivision on the control mesh can decrease the discontinuity but takes a lot of time. Thus, we propose to put volumetric mesh subdivision into GPU. In the past decades, along with GPU develops, the performance of float computing in GPU has been escalated. A number of important algorithms have been modified to rebalance the workload between CPU and GPU.This paper introduced a refined algorithm of tetrahedral meshes. Although this algorithm could avoid discontinuity artifacts during deformation, its time complexity is very high. We revised this subdivision algorithm. New algorithm is divided into two parts: (1) Pre-computing in CPU (2) Computing in GPU. This new algorithm saved a lot of time in computing Tetrahedral subdivision, and makes the subdivision real-time.At last, we applied this new method on the free-form deformation. After we put the last step of free-from deformation (which is interpolation of barycentric coordinates) into GPU, we finished a real-time free-form deformation frame work with tetrahedral subdivision. |