Efficiently using connectivity information between triangles in a mesh for real-time rendering
Future Generation Computer Systems
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A multi-resolution model often costs more storage space, its communications from the CPU to the graphics system is the bottleneck of the visualization process. In this paper, a multi-resolution mesh and a primitive are proposed. The primitive is used both in the storage stage and in the rendering stage, decreasing the storage size of model and the transmission amount of vertices to the graphics system. The efficiency is measured by means of tests and results compared with the previous, obtaining better storage space cost and transmission cost.