Computational geometry: an introduction
Computational geometry: an introduction
Faster algorithms for finding small edge cuts in planar graphs
STOC '92 Proceedings of the twenty-fourth annual ACM symposium on Theory of computing
Finding minimum-quotient cuts in planar graphs
STOC '93 Proceedings of the twenty-fifth annual ACM symposium on Theory of computing
A near optimal algorithm for edge separators (preliminary version)
STOC '94 Proceedings of the twenty-sixth annual ACM symposium on Theory of computing
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hamilton Triangulations for Fast Rendering
ESA '94 Proceedings of the Second Annual European Symposium on Algorithms
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A breadth-first approach to efficient mesh traversal
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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
Fast and effective stripification of polygonal surface models
Proceedings of the tenth annual ACM-SIAM symposium on Discrete algorithms
Progressive compression for lossless transmission of triangle meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Optimal decomposition of polygonal models into triangle strips
Proceedings of the eighteenth annual symposium on Computational geometry
Compressing Triangulated Irregular Networks
Geoinformatica
Efficient compression and rendering of multi-resolution meshes
Proceedings of the conference on Visualization '02
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Near-optimal connectivity encoding of 2-manifold polygon meshes
Graphical Models - Special issue: Processing on large polygonal meshes
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
A novel approach to extract triangle strips for iso-surfaces in volumes
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Graham triangulations and triangulations with a center are hamiltonean
Information Processing Letters
Large Mesh Simplification using Processing Sequences
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Compression of triangular meshes by simultaneously processing pairs of triangles
Proceedings of the 21st spring conference on Computer graphics
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
Streaming compression of triangle meshes
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Random-Accessible Compressed Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Graham triangulations and triangulations with a center are hamiltonean
Information Processing Letters
Boundary-Optimal triangulation flooding
ISAAC'04 Proceedings of the 15th international conference on Algorithms and Computation
PARA'10 Proceedings of the 10th international conference on Applied Parallel and Scientific Computing - Volume 2
The setup for triangle rasterization
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
Hi-index | 0.00 |
We investigate architechural schemes, generalizing that of existing graphics engines, supporting fast rendering of traingle meshes. A mesh defined on n vertices is rendered by sending vertices down a graphics pipeline, after which they are pushed on a stack to by popped when no longer needed. Only individual traingles whose vertices are present in the stack may be rendered. The storage cost of the mesh rendering is the size of the stack required to store mesh vertices during the rendering process. This may be significantly less than n. The time cost of the mesh rendering is the number of vertices sent down the graphics pipeline. If a large enough stack is available, it usuffices to send each vertix once. If only a small stack is available, some vertices may have to be sent more than once, so a time/space tradeoff exists. With our architecture, stack of size O n is sufficient to render any triangle mesh defined on n vertices, such that each vertex is sent only once through the graphics pipeline (time cost = n). We provide an algorithm that generates an appropriate “rendering sequence” of commands for any given mesh. Moreover, we show that no algorithm can do better, that is, Wn is a lower bound. Some n-vertex meshes may be rendered using a stack whose size is significantly less than On. An algorithm generating a minimum-time rendering sequence rquiring the minimum stack size is an open question. We provide an approximation: if it is theoretically possible to render a triangle mesh is minimum time with a stack of size S, our algoithm generates a minimum-time rendering sequence requiring a stack of size no larger than 2S log3/2n. If only a stack of size k is available, we provide an algorithm generating a rendering sequence requiring a stack of size no larger than k, such that at most n(1+c/k) vertices must be sent through the pipeline, for some constant c.