Optimizing triangle strips for fast rendering (original) (raw)

Efficiently computing and updating triangle strips for real-time rendering

Computer-aided Design, 2000

Triangle strips are a widely used hardware-supported data-structure to compactly represent and efficiently render polygonal meshes. In this paper we survey the efficient generation of triangle strips as well as their variants. We present efficient algorithms for partitioning polygonal meshes into triangle strips. Triangle strips have traditionally used a buffer size of two vertices. In this paper we also study the impact of larger buffer sizes and various queuing disciplines on the effectiveness of triangle strips. View-dependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, in a view-dependent framework the triangle mesh connectivity changes at every frame making it difficult to use triangle strips. In this paper we present a novel data-structure, Skip Strip, that efficiently maintains triangle strips during such view-dependent changes. A Skip Strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression. We anticipate that Skip Strips will provide a road-map to combine rendering acceleration techniques for static datasets, typical of retained-mode graphics applications, with those for dynamic datasets found in immediate-mode applications.

Efficient Implementation of Multiresolution Triangle Strips

Lecture Notes in Computer Science, 2002

Triangle meshes are currently the most popular standard model to represent polygonal surfaces. Drawing these meshes as a set of independent triangles involves sending a vast amount of information to the graphic engine. It has been shown that using drawing primitives, such as triangle fans or strips, dramatically reduces the amount of information. Multiresolution Triangle Strips (MTS) uses the connectivity information to represent a mesh as a set of multiresolution triangles strips. These strips are the basis of both the storage and rendering stages. They allow the efficient management of a wide range of levels of detail. In this paper, we have taken advantage of the coherence property between two levels of detail to decrease the visualisation time. MTS has been compared against Progressive Meshes and Multiresolution Ordered Meshes with Fans, the only model that uses the triangle fan as an alternative to the triangle primitive. In all cases, Multiresolution Triangle Strips obtains a better frame rate.

Single-strips for fast interactive rendering

The Visual Computer, 2006

Representing a triangulated two manifold using a single triangle strip is an NP-complete problem. By introducing a few Steiner vertices, recent works find such a single-strip, and hence a linear ordering of edge-connected triangles of the entire triangulation. In this paper, we extend previous results [10] that exploit this linear ordering in efficient triangle-strip management for high-performance rendering. We present new algorithms to generate single-strip representations that follow different user defined constraints or preferences in the form of edge weights. These functional constraints are application dependent. For example, normal-based constraints can be used for efficient rendering after visibility culling, or spatial constraints for highly coherent vertex-caching. We highlight the flexibility of this approach by generating single-strips with preferences as arbitrary as the orientation of the edges. We also present a hierarchical single-strip management strategy for high-performance interactive 3D rendering.

Skip strips: maintaining triangle strips for view-dependent rendering

1999

View-dependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, view-dependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. Specifically, triangle strips are a widely used hardware-supported mechanism to compactly represent and efficiently render static triangle meshes. However, in a view-dependent framework, the triangle mesh connectivity changes at every frame making it difficult to use triangle strips. In this paper we present a novel data-structure, Skip Strip, that efficiently maintains triangle strips during such view-dependent changes. A Skip Strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression. We anticipate that Skip Strips will provide a road-map to combine rendering acceleration techniques for static datasets, typical of retained-mode graphics applications, with those for dynamic datasets found in immediate-mode applications.

Pilsen Czech Republic Triangle Strips For Fast Rendering

2004

Triangle surface models are nowadays most often types of geometric objects description in computer graphics. Therefore, the problem of fast visualization of this type of data is often being solved. The speed of high performance rendering engines is usually bounded by the rate at which tri-angulated data is sent into the machine. One can reduce the time needed to transmit the set of triangles by compressing the topological information and decompressing at the rendering stage. As neighboring triangles share an edge, it is possible to avoid sending the common vertices twice by special order of triangles, called triangle strip. This work presents an overview and a comparison of existing stripifica-tion methods. It also introduces a new stripification algorithm for terrain models based on Delaunay triangulation that can be modified to handle LOD. Finally an outlook for the future work is sketched out. Acknowledgments I would like to thank to Prof. V. Skala for providing good conditions u...

Efficiently using connectivity information between triangles in a mesh for real-time rendering

Future Generation Computer Systems, 2004

Triangle meshes are the most popular standard model used to represent polygonal surfaces. Drawing these meshes as a set of independent triangles involves sending a vast amount of information to the graphics system. Taking advantage of the connectivity information between the triangles in a mesh dramatically diminishes the amount of information the graphics system must handle. Multiresolution Triangle Strips (MTS) represent a triangle mesh as a collection of multiresolution triangles strips. These strips are the basis of both the storage and the rendering stage. The coherence between the extraction of two levels of detail is used in the model in order to decrease the visualisation time.

Efficient implementation of multi-triangulations

1998

The Multi-Triangulation (MT) is a general framework for managing the Level-of-Detail in large triangle meshes, which we have introduced in our previous work. In this paper, we describe an efficient implementation of an MT based on vertex decimation. We present general techniques for querying an MT, which are independent of a specific application, and which can be applied for solving problems, such as selective refinement, windowing, point location, and other spatial interference queries. We describe alternative data structures for encoding an MT, which achieve different trade-offs between space and performance. Experimental results are discussed.

Time-critical rendering of irregular grids

Proceedings 13th Brazilian Symposium on Computer Graphics and Image Processing (Cat. No.PR00878), 2000

Many papers have presented rendering techniques and simplification ideas with the objective of speeding up image generation for irregular grid data sets. For large data sets, however, even the current fastest algorithms are known to require seconds to generate each image, making real-time analysis of such data sets very difficult, or even impossible, unless one has access to powerful and expensive computer hardware. In order to synthesize a system for handling very large data sets analysis, we have assembled algorithms for rendering, simplification and triangulation, and added to them some optimizations. We have made some improvements on one of the best current algorithms for rendering irregular grids, and added to it some simple approximation methods in both image and object space, resulting in a system that achieves high frame rates, even on slow computers without any specific graphic hardware. The algorithm adapts itself to the time budget it has available for each image generation, using hierarchical representations of the mesh for faster delivery of images when transformations are imposed to the data. When given additional time, the algorithm generates finer images, obtaining the precise final image if given sufficient time. We were able to obtain frame rates of the order of 5Hz for medium-sized data sets, which is about 20 times faster than previous rendering algorithms. With a trade-off between image accuracy and speed, similar frame rates can be achieved on different computers.

Fast and effective stripification of polygonal surface models

Proceedings of the 1999 symposium on Interactive 3D graphics, 1999

A fundamental algorithmic problem in computer graphics is that of computing a succinct encoding of a triangulation of a polygonal surface model in order to be able to transmit and render it efficiently. The goal is to take a given polygonal surface model, whose facets are given by (possibly multiply-connected) polygons, triangulate its facets, and then decompose the triangulation into a small number of "tristrips," each of which has its connectivity stored implicitly in the ordering of the data points. We develop methods that are effective in solving the stripification problem, both in theory (provably good encodings) and in practice. Our methods are based on carefully constructed search trees in the dual graph, followed by algorithms to decompose dual trees into tristips. One decomposition algorithm is provably optimal (based on dynamic programming), allowing us a sound basis of comparison among our other (heuristic) algorithms. We demonstrate the speed and effectiveness of our algorithms through a battery of experiments. In comparison with the recently released STRIPE system for stripification, we find that our stripifier, FTSG, produces comparable or better quality encodings, while requiring significantly less computing time on a large variety of datasets. Further, FTSG is carefully engineered and implemented to be robust, even in the face of highly degenerate and corrupted real-world data.

Efficiently using connectivity information between triangles in a mesh for real-time renderin

Future Generation Computer Systems, 2004

Triangle meshes are the most popular standard model used to represent polygonal surfaces. Drawing these meshes as a set of independent triangles involves sending a vast amount of information to the graphics system. Taking advantage of the connectivity information between the triangles in a mesh dramatically diminishes the amount of information the graphics system must handle. Multiresolution Triangle Strips (MTS) represent a triangle mesh as a collection of multiresolution triangles strips. These strips are the basis of both the storage and the rendering stage. The coherence between the extraction of two levels of detail is used in the model in order to decrease the visualisation time.