Finding Hamiltonian cycles in Delaunay triangulations is NP-complete
Discrete Applied Mathematics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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
Optimal decomposition of polygonal models into triangle strips
Proceedings of the eighteenth annual symposium on Computational geometry
A survey of graph layout problems
ACM Computing Surveys (CSUR)
Efficient compression and rendering of multi-resolution meshes
Proceedings of the conference on Visualization '02
Superfaces: Polygonal Mesh Simplification with Bounded Error
IEEE Computer Graphics and Applications
IEEE Transactions on Visualization and Computer Graphics
Constrained strip generation and management for efficient interactive 3D rendering
CGI '05 Proceedings of the Computer Graphics International 2005
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
Random-Accessible Compressed Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Efficient traversal of mesh edges using adjacency primitives
ACM SIGGRAPH Asia 2008 papers
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
Approximating subdivision surfaces with Gregory patches for hardware tessellation
ACM SIGGRAPH Asia 2009 papers
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
Point-based rendering optimization with textured meshes for fast LiDAR visualization
Computers & Geosciences
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Modern graphics cards are equipped with a vertex cache to reduce the amount of data needing to be transmitted to the graphics pipeline during rendering. To make effective use of the cache and facilitate rendering, it is key to represent a mesh in a manner that maximizes the cache hit rate. In this work, we propose a simple yet effective algorithm for generating a sequence for efficient rendering of 3D polygonal meshes based on greedy optimization. The algorithm outperforms the current state-of-the-art algorithms in terms of rendering efficiency of the resultant sequence. We also adapt it for the rendering of progressive meshes. For any simplified version of the original mesh, the rendering sequence is generated by adaptively updating the reordered sequence at full resolution. The resultant rendering sequence is cheap to compute and has reasonably good rendering performance, which is desirable to many complex rendering environments involving continuous rendering of meshes at various level of details. The experimental results on a collection of 3D meshes are provided.