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
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Very greedy crossover in a genetic algorithm for the traveling salesman problem
SAC '95 Proceedings of the 1995 ACM symposium on Applied computing
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Optimal decomposition of polygonal models into triangle strips
Proceedings of the eighteenth annual symposium on Computational geometry
Adaptation in Natural and Artificial Systems: An Introductory Analysis with Applications to Biology, Control and Artificial Intelligence
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
Automatic level generation for platform videogames using genetic algorithms
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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There is an ever increasing demand for higher levels of visual detail in graphical applications, particularly in computer games and applications employing visualisation. Triangle strips have been commonly used to optimise the rendering of large geometric meshes. This paper investigates the process of generating optimal triangle strips through the use of genetic algorithms (GA), to remove the need for special knowledge of the intended hardware platform. Two methods -- L-System encoding and parameter tuning of an established algorithm were implemented and tested. The results of this work show that over an extended period of time, solutions can be achieved that are comparable to existing triangle stripping techniques, but the best results were obtained from using the GA to tune the parameters of an existing triangle stripping algorithm.