Progressive mesh is a data structure that encodes a continuous spectrum of mesh approximations. Sliding window progressive meshes (SWPM) minimize data transfers between CPU and GPU by storing mesh data in static on-GPU memory buffers [For01]. The main disadvantages of the original SWPM algorithm are poor vertex cache usage efficiency, and big resulting datasets. Connectivity-based algorithm [KT04] achieves a good vertex cache coherence but it does not address the problem of high memory utilization. In this paper, we describe estimates for the size of memory buffers, and describe methods to reduce the index datasets. We achieve 20% reduction due to the use hierarchical data structures (clustered patches); further reduction (50% or more...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
A new massive-splitting parallelization concept using Sierpinski space-filling curves with dynamic a...
Mesh partitioning is often the preferred approach for solving unstructured computational mechanics p...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
International audienceThe progressive mesh representation is in general introduced for a continuous ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
Applications that operate on meshes are very popular in High Performance Computing (HPC) environment...
Progressive meshes are a way of representing several resolutions of a mesh in a single data structur...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
Many real-life applications of processor-arrays suffer from memory bandwidth limitations. In many ca...
Most systems that support the visual interaction with 3D models use shape representations based on t...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
A new massive-splitting parallelization concept using Sierpinski space-filling curves with dynamic a...
Mesh partitioning is often the preferred approach for solving unstructured computational mechanics p...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
International audienceThe progressive mesh representation is in general introduced for a continuous ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
Applications that operate on meshes are very popular in High Performance Computing (HPC) environment...
Progressive meshes are a way of representing several resolutions of a mesh in a single data structur...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
Many real-life applications of processor-arrays suffer from memory bandwidth limitations. In many ca...
Most systems that support the visual interaction with 3D models use shape representations based on t...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
A new massive-splitting parallelization concept using Sierpinski space-filling curves with dynamic a...
Mesh partitioning is often the preferred approach for solving unstructured computational mechanics p...