Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex caching to transparently reduce geometry bandwidth. Use of an indexed triangle strip representation permits application programs to animate the meshes at video rates, and provides backward compatibility on legacy hardware. The efficiency of vertex caching is maximized by reordering the faces in the mesh during a preprocess. We present two reordering techniques, a fast greedy strip-growing algorithm and a local optimization algorithm. The strip-growing algorithm performs lookahead simulations of the cache to adapt strip lengths to the cache capacity. The local optimization ...
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...
AbstractWith the exponential growth in size of geometric data, it is becoming increasingly important...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Mesh traversal is a common and essential geometry processing problem in computer graphics. The trave...
Abstract We propose a new algorithm for solving the so-called minimum-time rendering (MTR) problem i...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Many real-life applications of processor-arrays suffer from memory bandwidth limitations. In many ca...
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...
AbstractWith the exponential growth in size of geometric data, it is becoming increasingly important...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality ...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Mesh traversal is a common and essential geometry processing problem in computer graphics. The trave...
Abstract We propose a new algorithm for solving the so-called minimum-time rendering (MTR) problem i...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Many real-life applications of processor-arrays suffer from memory bandwidth limitations. In many ca...
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...
AbstractWith the exponential growth in size of geometric data, it is becoming increasingly important...