SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
Fast and effective stripification of polygonal surface models
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Optimal decomposition of polygonal models into triangle strips
Proceedings of the eighteenth annual symposium on Computational geometry
Non-Photorealistic Rendering
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Suggestive contours for conveying shape
ACM SIGGRAPH 2003 Papers
Implementation of algorithms for maximum matching on nonbipartite graphs.
Implementation of algorithms for maximum matching on nonbipartite graphs.
Hardware-determined feature edges
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2006 Papers
Geometry engine optimization: cache friendly compressed representation of geometry
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Simple ingredients leading to very efficient heuristics for the maximum clique problem
Journal of Heuristics
Fast local search for the maximum independent set problem
WEA'08 Proceedings of the 7th international conference on Experimental algorithms
Real-time motion effect enhancement based on fluid dynamics in figure animation
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Hierarchical hub labelings for shortest paths
ESA'12 Proceedings of the 20th Annual European conference on Algorithms
Better bounds for graph bisection
ESA'12 Proceedings of the 20th Annual European conference on Algorithms
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Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We present a scheme for efficient traversal of mesh edges that builds on the adjacency primitives and programmable geometry shaders introduced in recent graphics hardware. Our scheme aims to minimize the number of primitives while maximizing SIMD parallelism. These objectives reduce to a set of discrete optimization problems on the dual graph of the mesh, and we develop practical solutions to these graph problems. In addition, we extend two existing vertex cache optimization algorithms to produce cache-efficient traversal orderings for adjacency primitives. We demonstrate significant runtime speedups for several practical real-time rendering algorithms.