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Geometry engine optimization: cache friendly compressed representation of geometry

Published: 30 April 2007 Publication History

Abstract

Recent advances in graphics architecture focus on improving texture performance and pixel processing. These have paralleled advances in rich pixel shading algorithms for realistic images. However, applications that require significantly more geometry processing than pixel processing suffer due to limited resource being devoted to the geometry processing part of the graphics pipeline. We present an algorithm to improve the effective geometry processing performance without adding significant hardware. This algorithm computes a representation for geometry that reduces the bandwidth required to transmit it to the graphics subsystem. It also reduces the total geometry processing requirement by increasing the effectiveness of the vertex cache. A goal of this algorithm is to keep the primitive assembly simple for easy hardware implementation.

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  • (2024)End‐to‐End Compressed Meshlet RenderingComputer Graphics Forum10.1111/cgf.1500243:1Online publication date: 24-Jan-2024
  • (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
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cover image ACM Conferences
I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games
April 2007
196 pages
ISBN:9781595936288
DOI:10.1145/1230100
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 April 2007

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Author Tags

  1. data compression
  2. graphics hardware cache
  3. interactive navigation

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I3D07
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I3D07: Symposium on Interactive 3D Graphics and Games 2007
April 30 - May 2, 2007
Washington, Seattle

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2024)End‐to‐End Compressed Meshlet RenderingComputer Graphics Forum10.1111/cgf.1500243:1Online publication date: 24-Jan-2024
  • (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)Packing Vertex Data into Hardware-Decompressible TexturesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.269518224:5(1705-1716)Online publication date: 1-May-2018
  • (2013)Compression-domain seamless multiresolution visualization of gigantic triangle meshes on mobile devicesProceedings of the 18th International Conference on 3D Web Technology10.1145/2466533.2466541(99-107)Online publication date: 20-Jun-2013
  • (2012)Data-Parallel Decompression of Triangle Mesh TopologyComputer Graphics Forum10.1111/j.1467-8659.2012.03221.x31:8(2541-2553)Online publication date: 1-Dec-2012
  • (2011)Visualization of level-of-detail meshes on the GPUThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-011-0554-227:9(793-809)Online publication date: 1-Sep-2011
  • (2010)Binary Mesh Partitioning for Cache-Efficient VisualizationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2010.1916:5(815-828)Online publication date: 1-Sep-2010
  • (2009)Rendering continuous level-of-detail meshes by Masking StripsGraphical Models10.1016/j.gmod.2009.05.00271:5(184-195)Online publication date: 1-Sep-2009
  • (2009)Adaptive Partitioning of Vertex Shader for Low Power High Performance Geometry EngineProceedings of the 5th International Symposium on Advances in Visual Computing: Part I10.1007/978-3-642-10331-5_11(111-124)Online publication date: 26-Nov-2009
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