“…Tree-based grid generation (quadtrees in 2D and octrees in 3D) is common in computational sciences [6,11,17,24,28,30,48,56,58] largely due to its simplicity and parallel scalability. The ability to efficiently refine (and coarsen) regions of interest using tree-based data structures have made it possible to deploy them on large-scale multi-physics simulations [2,3,14,24,32,33,37,37,49,53]. Existing algorithms for tree-based grid generation are mainly focused on axis-aligned hierarchical splitting on isotropic domains (i.e., spheres, squares, and cubes).…”