SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
The feudal priority algorithm on hidden-surface removal
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
The algorithm design manual
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Triangle order optimization for graphics hardware computation culling
ACM SIGGRAPH 2006 Sketches
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient data reduction and cache-coherent techniques toward real-time performance
ACM SIGGRAPH 2007 courses
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Parallel simplification of large meshes on PC clusters
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Efficient management of last-level caches in graphics processors for 3D scene rendering workloads
Proceedings of the 46th Annual IEEE/ACM International Symposium on Microarchitecture
Hi-index | 0.00 |
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.