Triangle order optimization for graphics hardware computation culling

  • Authors:
  • Diego Nehab;Joshua Barczak;Pedro V. Sander

  • Affiliations:
  • Princeton University;University of Maryland, Baltimore County;ATI Research

  • Venue:
  • I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
  • Year:
  • 2006

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Abstract

We describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull vertex and pixel processing at rendering time.Our method starts by dividing the mesh into planar clusters which are subsequently sorted into a view-independent order which greatly reduces overdraw. The result is an increase in the opportunities for early Z-culling, reducing pixel processing time. The clusters are then optimized for mesh locality. This produces high rates of vertex cache hits, reducing vertex processing time.We have found that our method brings the overdraw rates of a wide range of models close to that of front-to-back order, while preserving state of the art vertex cache performance. This results in higher frame rates for pixel-bound applications with no penalty to vertex-bound applications.