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.
BibTeX
@article {10.1111:1467-8659.00573,
journal = {Computer Graphics Forum},
title = {{Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes}},
author = {Bogomjakov, A. and Gotsman, C.},
year = {2002},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00573}
}
journal = {Computer Graphics Forum},
title = {{Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes}},
author = {Bogomjakov, A. and Gotsman, C.},
year = {2002},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00573}
}