2002
DOI: 10.1111/1467-8659.00573
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Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes

Abstract: We present methods to generate rendering sequences for triangle meshes which preserve mesh locality as much as possible. This is useful for maximizing vertex reuse when rendering the mesh using a FIFO vertex buffer, such as those available in modern 3D graphics hardware. The sequences are universal in the sense that they perform well for all sizes of vertex buffers, and generalize to progressive meshes. This has been verified experimentally.

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Cited by 72 publications
(33 citation statements)
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“…The strips obtained with our cache-size independent optimization method achieve cache-miss rates (number of vertex-cache misses divided by the number of triangles) near those obtained by [21], with the difference that we do not assume anything about the size of the vertex cache. We also observe that [5] indicates comparable results. For example, with a cache size of 32 vertices, while [5] reports an average cache miss ratio between 0.6 and 0.68 for various models, our algorithm exhibits a value between 0.66 and 0.7.…”
Section: Resultssupporting
confidence: 77%
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“…The strips obtained with our cache-size independent optimization method achieve cache-miss rates (number of vertex-cache misses divided by the number of triangles) near those obtained by [21], with the difference that we do not assume anything about the size of the vertex cache. We also observe that [5] indicates comparable results. For example, with a cache size of 32 vertices, while [5] reports an average cache miss ratio between 0.6 and 0.68 for various models, our algorithm exhibits a value between 0.66 and 0.7.…”
Section: Resultssupporting
confidence: 77%
“…We also observe that [5] indicates comparable results. For example, with a cache size of 32 vertices, while [5] reports an average cache miss ratio between 0.6 and 0.68 for various models, our algorithm exhibits a value between 0.66 and 0.7. Our results indicate that for commonly used cache sizes, a large percentage of vertices need to be fetched only once.…”
Section: Resultssupporting
confidence: 77%
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“…Several studies have been carried out that try to take advantage of this characteristic. These include Chow [2], who presents a method for the compression of geometry; Hoppe [6], who develops an algorithm for the generation of strips while taking advantage of the vertex cache in a transparent way; and Bogomjakov and Gotsman [1], who present a method for the optimization of the vertex cache applied to the Progressive Meshes [5] multiresolution model.…”
Section: General Solutionsmentioning
confidence: 99%