SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Time/space tradeoffs for polygon mesh rendering
ACM Transactions on Graphics (TOG)
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
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and effective stripification of polygonal surface models
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Efficient compression of non-manifold polygonal meshes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Progressive compression for lossless transmission of triangle meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An edgebreaker-based efficient compression scheme for regular meshes
Computational Geometry: Theory and Applications
Optimal decomposition of polygonal models into triangle strips
Proceedings of the eighteenth annual symposium on Computational geometry
Progressive lossless compression of arbitrary simplicial complexes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
Hardware-compatible vertex compression using quantization and simplification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ACM SIGGRAPH 2005 Papers
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
Single-strips for fast interactive rendering
The Visual Computer: International Journal of Computer Graphics
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
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
Adaptive Partitioning of Vertex Shader for Low Power High Performance Geometry Engine
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Data-Parallel Decompression of Triangle Mesh Topology
Computer Graphics Forum
Proceedings of the 18th International Conference on 3D Web Technology
Hi-index | 0.00 |
Recent advances in graphics architecture focus on improving texture performance and pixel processing. These have paralleled advances in rich pixel shading algorithms for realistic images. However, applications that require significantly more geometry processing than pixel processing suffer due to limited resource being devoted to the geometry processing part of the graphics pipeline. We present an algorithm to improve the effective geometry processing performance without adding significant hardware. This algorithm computes a representation for geometry that reduces the bandwidth required to transmit it to the graphics subsystem. It also reduces the total geometry processing requirement by increasing the effectiveness of the vertex cache. A goal of this algorithm is to keep the primitive assembly simple for easy hardware implementation.