Abstract We propose a new algorithm for solving the so-called minimum-time rendering (MTR) problem in computer graphics. Bar-Yehuda and Gotsman [ACM Transaction on Graphics, vol.15, no.2 (1996) p. 141-52] formulated the problem of MTR as a precise model to analyze fundamentally how efficient one can render polygon meshes. They showed also that their divide-and-conquer based method can always produce a minumum-time rendering sequence using a cache size bounded by O( √ n), and that this growth rate cannot be improved in a worst case sense. We illustrate that one can in general reduce the underlying hidden constant by a factor of 2 by using a non-recursive algorithm. The new MTR algorithm presented in this paper handles meshes of arbitrary t...
There has recently been an interest in the introduction of reconfigurable buses to existing parallel...
In this paper we present a Delaunay refinement algorithm for generating good aspect ratio and optima...
Tridimensional interactive applications are confronted to situations where very large databases have...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects,...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
[[abstract]]The real-time interactive 3D multimedia applications such as 3D computer games and virtu...
We describe in this paper an asymptotically optimal algorithm for slicing an unstructured triangular...
In memory-constrained algorithms, access to the input is restricted to be read-only, and the number ...
A fast greedy algorithm for automatic decimation of polygonal meshes is proposed. Two important comp...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
AbstractFor a given polygonal chain, we study the min-# problem, which consists of finding an approx...
In memory-constrained algorithms, access to the input is restricted to be read-only, and the number ...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
There has recently been an interest in the introduction of reconfigurable buses to existing parallel...
In this paper we present a Delaunay refinement algorithm for generating good aspect ratio and optima...
Tridimensional interactive applications are confronted to situations where very large databases have...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects,...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
[[abstract]]The real-time interactive 3D multimedia applications such as 3D computer games and virtu...
We describe in this paper an asymptotically optimal algorithm for slicing an unstructured triangular...
In memory-constrained algorithms, access to the input is restricted to be read-only, and the number ...
A fast greedy algorithm for automatic decimation of polygonal meshes is proposed. Two important comp...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
AbstractFor a given polygonal chain, we study the min-# problem, which consists of finding an approx...
In memory-constrained algorithms, access to the input is restricted to be read-only, and the number ...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
There has recently been an interest in the introduction of reconfigurable buses to existing parallel...
In this paper we present a Delaunay refinement algorithm for generating good aspect ratio and optima...
Tridimensional interactive applications are confronted to situations where very large databases have...