The algorithm design manual
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th 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
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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In Nehab et al. [2006], we describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull both vertex and pixel processing at rendering time. 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.