Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Leo: a system for cost effective 3D shaded graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Finding Hamiltonian cycles in Delaunay triangulations is NP-complete
Discrete Applied Mathematics
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
A breadth-first approach to efficient mesh traversal
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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
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
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Controllable Single-Strip Generation for Triangulated Surfaces
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Triangle order optimization for graphics hardware computation culling
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2006 Papers
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
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Approximating subdivision surfaces with Gregory patches for hardware tessellation
ACM SIGGRAPH Asia 2009 papers
Out-of-core multigrid solver for streaming meshes
ACM SIGGRAPH Asia 2009 papers
Efficient substitutes for subdivision surfaces
ACM SIGGRAPH 2009 Courses
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
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
Preprocessed global visibility for real-time rendering on low-end hardware
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
SMI 2011: Full Paper: Parallel computation of spherical parameterizations for mesh analysis
Computers and Graphics
Power gating strategies on GPUs
ACM Transactions on Architecture and Code Optimization (TACO)
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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We present novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. The resulting triangle orders perform on par with previous methods, but are orders magnitude faster to compute. The improvements in processing speed allow us to perform the optimization right after a model is loaded, when more information on the host hardware is available. This allows our vertex cache optimization to often outperform other methods. In fact, our algorithms can even be executed interactively, allowing for re-optimization in case of changes to geometry or topology, which happen often in CAD/CAM applications. We believe that most real-time rendering applications will immediately benefit from these new results.