Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Fast and effective stripification of polygonal surface models
Proceedings of the tenth annual ACM-SIAM symposium on Discrete algorithms
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Optimal decomposition of polygonal models into triangle strips
Proceedings of the eighteenth annual symposium on Computational geometry
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
Efficient and Reliable Triangulation of Polygons
CGI '98 Proceedings of the Computer Graphics International 1998
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Single-strip triangulation of manifolds with arbitrary topology
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
Multi-Path Algorithm for Triangle Strips
CGI '04 Proceedings of the Computer Graphics International
Constrained strip generation and management for efficient interactive 3D rendering
CGI '05 Proceedings of the Computer Graphics International 2005
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
Sequential triangle strip generator based on hopfield networks
Neural Computation
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Triangle surface models belong to the most popular type of geometric objects description in computer graphics. Therefore, the problem of fast visualization of this type of data is often solved. One popular approach is stripification, i.e., a conversion of a triangulated object surface into strips of triangles. This enables a reduction of the rendering time by reducing the data size which avoids redundant lighting and transformation computations. The problem of finding an optimal decomposition of triangle surface models to a set of strips is NP-hard and there exist a lot of different heuristic stripification techniques. This paper should help to orient in the jungle of stripification algorithms. We present an overview of existing stripification methods and detailed description of several important stripification methods for fully triangulated meshes. As different authors usually use different data sets and different architectures, it is nearly impossible to compare the quality of stripification methods. For this reason we also present a set of tests of these methods to give the reader a better possibility to compare these methods.