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:
  • ACM SIGGRAPH 2006 Sketches
  • Year:
  • 2006

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Abstract

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.