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
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
Data management for SSDs for large-scale interactive graphics applications
I3D '11 Symposium on Interactive 3D Graphics and Games
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Representing a triangulated two manifold using a single triangle strip is an NP-complete problem. By introducing a few Steiner vertices, recent works find such a single-strip, and hence a linear ordering of edge-connected triangles of the entire triangulation. In this paper, we extend previous results [10] that exploit this linear ordering in efficient triangle-strip management for high-performance rendering. We present new algorithms to generate single-strip representations that follow different user defined constraints or preferences in the form of edge weights. These functional constraints are application dependent. For example, normal-based constraints can be used for efficient rendering after visibility culling, or spatial constraints for highly coherent vertex-caching. We highlight the flexibility of this approach by generating single-strips with preferences as arbitrary as the orientation of the edges. We also present a hierarchical single-strip management strategy for high-performance interactive 3D rendering.