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An Improved Vertex Caching Scheme for 3D Mesh Rendering

Published: 01 July 2006 Publication History

Abstract

Modern graphics cards are equipped with a vertex cache to reduce the amount of data needing to be transmitted to the graphics pipeline during rendering. To make effective use of the cache and facilitate rendering, it is key to represent a mesh in a manner that maximizes the cache hit rate. In this work, we propose a simple yet effective algorithm for generating a sequence for efficient rendering of 3D polygonal meshes based on greedy optimization. The algorithm outperforms the current state-of-the-art algorithms in terms of rendering efficiency of the resultant sequence. We also adapt it for the rendering of progressive meshes. For any simplified version of the original mesh, the rendering sequence is generated by adaptively updating the reordered sequence at full resolution. The resultant rendering sequence is cheap to compute and has reasonably good rendering performance, which is desirable to many complex rendering environments involving continuous rendering of meshes at various level of details. The experimental results on a collection of 3D meshes are provided.

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  • (2018)On-the-fly Vertex Reuse for Massively-Parallel Software Geometry ProcessingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333031:2(1-17)Online publication date: 24-Aug-2018
  • (2018)Revisiting The Vertex CacheProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333021:2(1-16)Online publication date: 24-Aug-2018
  • (2018)In-Depth BuffersProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32031941:1(1-14)Online publication date: 25-Jul-2018
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Published In

cover image IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics  Volume 12, Issue 4
July 2006
239 pages

Publisher

IEEE Educational Activities Department

United States

Publication History

Published: 01 July 2006

Author Tags

  1. Polygon mesh
  2. efficient rendering.
  3. progressive mesh
  4. rendering sequence
  5. vertex cache

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  • (2018)On-the-fly Vertex Reuse for Massively-Parallel Software Geometry ProcessingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333031:2(1-17)Online publication date: 24-Aug-2018
  • (2018)Revisiting The Vertex CacheProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333021:2(1-16)Online publication date: 24-Aug-2018
  • (2018)In-Depth BuffersProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32031941:1(1-14)Online publication date: 25-Jul-2018
  • (2017)Evaluation of triangular mesh layout techniques using large mesh simplificationMultimedia Tools and Applications10.1007/s11042-017-4607-z76:23(25391-25419)Online publication date: 1-Dec-2017
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  • (2016)Comparing efficient data structures to represent geometric models for three-dimensional virtual medical trainingJournal of Biomedical Informatics10.1016/j.jbi.2016.08.01463:C(195-211)Online publication date: 1-Oct-2016
  • (2015)Fast decompression for web-based view-dependent 3D renderingProceedings of the 20th International Conference on 3D Web Technology10.1145/2775292.2775308(199-207)Online publication date: 18-Jun-2015
  • (2010)Efficient substitutes for subdivision surfaces in feature-quality gamesACM SIGGRAPH ASIA 2010 Courses10.1145/1900520.1900528(1-77)Online publication date: 15-Dec-2010
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  • (2009)Approximating subdivision surfaces with Gregory patches for hardware tessellationACM SIGGRAPH Asia 2009 papers10.1145/1661412.1618497(1-9)Online publication date: 17-Dec-2009
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