In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap between the microprocessor's speed and the memory's speed continuously increases so it is important to address, on the software side, the possibilities for reducing this difference. The algorithm reorganises the traversal of the vertex data by taking advantage of the introduction of a vertex cache on the graphics card. By enabling maximum reuse of the vertices in the cache, we reduce the number of bytes that need to be transmitted on the memory-to-processor bus. Our orientation and perimeter constrained fan-growing algorithm can typically give an extra 25% bandwidth saving compared to a standard stripification algorithm. Furthermore, it exhibits...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Recently, several external memory techniques have been developed for a wide variety of graphics and ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Abstract We propose a new algorithm for solving the so-called minimum-time rendering (MTR) problem i...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
Mechanisms for improving the execution efficiency of graph algorithms on Data-Parallel Architectures...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Recently, several external memory techniques have been developed for a wide variety of graphics and ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Abstract We propose a new algorithm for solving the so-called minimum-time rendering (MTR) problem i...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
Mechanisms for improving the execution efficiency of graph algorithms on Data-Parallel Architectures...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Recently, several external memory techniques have been developed for a wide variety of graphics and ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...