SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Time/space tradeoffs for polygon mesh rendering
ACM Transactions on Graphics (TOG)
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
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and effective stripification of polygonal surface models
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Embedding planar graphs on the grid
SODA '90 Proceedings of the first annual ACM-SIAM symposium on Discrete algorithms
Efficient and Reliable Triangulation of Polygons
CGI '98 Proceedings of the Computer Graphics International 1998
Using genetic algorithms to optimise triangle strips
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
Technical Section: Comparison of triangle strips algorithms
Computers and 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
Efficient traversal of mesh edges using adjacency primitives
ACM SIGGRAPH Asia 2008 papers
Sequential triangle strip generator based on hopfield networks
Neural Computation
Optimal triangle stripifications as minimum energy states in hopfield nets
ICANN'05 Proceedings of the 15th international conference on Artificial Neural Networks: biological Inspirations - Volume Part I
Image-based fast small triangle rasterization
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Motivated by applications in computer graphics, we study the problem of computing an optimal encoding in "triangle strips" of a triangulation of a polygonal surface model. The goal is to facilitate the transmission and rendering of a polygonal model by decomposing its triangulation into a minimum number of "tristrips," each of which has its connectivity stored implicitly in the ordering of the data points. While this optimization problem has been conjectured to be hard, its complexity status has been open. We prove that the tristrip decomposition problem is, in fact, NP-complete. We also propose two methods for solving the problem to optimality, one based on an integer programming formulation, one based on a branch-and-bound scheme that relies on lower bounding techniques for its efficiency. We perform an extensive set of experiments to test the efficiencies of these methods and some of their variants. These methods have been integrated also with the practical system FTSG (Fast Triangle Strip Generator), in order to utilize optimization methods on small subproblems to improve the quality of the heuristic solutions obtained by FTSG. We use experimentation to judge the quality of the improvements.