(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and vertex cache efficiency. In the front views, darker regions represent high-overdraw. In the side views, darker regions represent cache misses. In Nehab et al. [2006], we describe an automatic preprocessing al-gorithm that reorders triangles in a mesh so as to enable the graph-ics 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 preserv-ing state-of-the-art vertex cache performance. This results in higher frame rates for pixel-bound applications with no penalty to vertex-bound applications.
Figure 1: Continuous detail levels of a Buddha generated in vertex programs on the GPU. The colors d...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
We present a vertex compression technique suitable for efficient decompression on graphics hardware....
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
Several algorithms that use graphics hardware to accelerate processing require conservative rasteriz...
Many real-life applications of processor-arrays suffer from memory bandwidth limitations. In many ca...
Abstract. Irregular and sparse scientific computing programs frequently experience performance losse...
Mechanisms for improving the execution efficiency of graph algorithms on Data-Parallel Architectures...
Figure 1: Continuous detail levels of a Buddha generated in vertex programs on the GPU. The colors d...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
We present a vertex compression technique suitable for efficient decompression on graphics hardware....
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
Several algorithms that use graphics hardware to accelerate processing require conservative rasteriz...
Many real-life applications of processor-arrays suffer from memory bandwidth limitations. In many ca...
Abstract. Irregular and sparse scientific computing programs frequently experience performance losse...
Mechanisms for improving the execution efficiency of graph algorithms on Data-Parallel Architectures...
Figure 1: Continuous detail levels of a Buddha generated in vertex programs on the GPU. The colors d...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
We present a vertex compression technique suitable for efficient decompression on graphics hardware....