Pilsen Czech Republic Triangle Strips For Fast Rendering (original) (raw)
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Comparison of triangle strips algorithms
Computers & Graphics, 2007
Triangle surface models belong to the most popular type of geometric objects description in computer graphics. Therefore, the problem of fast visualization of this type of data is often solved. One popular approach is stripification, i.e., a conversion of a triangulated object surface into strips of triangles. This enables a reduction of the rendering time by reducing the data size which avoids redundant lighting and transformation computations.
Hierarchical generalized triangle strips
The Visual Computer, 1999
This paper introduces a new refinement method for computing the triangle sequences of a mesh. We apply the method to construct a single generalized triangle strip that completely covers a parametric or implicit surface. A remarkable feature of this application is that our method generates the triangulation and the triangle strip simultaneously, using a mesh refinement scheme. As a consequence, we are able to produce a hierarchy of triangle strips defined at each refinement level. This data structure has many applications in geometry compression and rendering.
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.
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.
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.
Optimizing triangle strips for fast rendering
1996
Almost all scientific visualization involving surfaces is currently done via triangles. The speed at which such triangulated surfaces can be displayed is crucial to interactive visualization and is bounded by the rate at which triangulated data can be sent to the graphics subsystem for rendering. Partitioning polygonal models into triangle strips can significantly reduce rendering times over transmitting each triangle individually.
Iterative Stripification of a Triangle Mesh: Focus on Data Structures
2004
ABSTRACT In this paper we describe the data structure and some implementation details of the tunneling algorithm for generating a set of triangle strips from a mesh of triangles. The algorithm uses a simple topological operation on the dual graph of the mesh, to generate an initial stripification and iteratively rearrange and decrease the number of strips. Our method is a major improvement of a proposed one originally devised for both static and continuous level-of-detail (CLOD) meshes and retains this feature.
Iterative stripification of a triangle mesh: focus on data structures, s. 133-136.
2004
In this paper we describe the data structure and some implementation details of the tunneling algorithm for generating a set of triangle strips from a mesh of triangles. The algorithm uses a simple topological operation on the dual graph of the mesh, to generate an initial stripification and iteratively rearrange and decrease the number of strips. Our method is a major improvement of a proposed one originally devised for both static and continuous level-of-detail (CLOD) meshes and retains this feature.
Proceedings of ALGORITMY 2005 pp. 300–308 QUADRILATERAL MESHES STRIPIFICATION
2008
Abstract. Quadrilateral models are becoming very popular in many applications of computer graphics (e.g. computer animation, computer games, scientific visualization of volumetric data, etc.). The complexity of these models can be very high (even millions of quadrilaterals), thus the problem of fast visualization of these meshes is often being solved. To increase the speed one can use some techniques to avoid sending of unnecessary faces (e.g., visibility culling) or some kind of simplification of complex objects (e.g., (C)LOD). Still it is important to reduce the time needed to transmit the set of faces by compressing the topological information and decompressing at the rendering stage. One of popular approaches is to convert the quadrilateral mesh to the triangle mesh and render this mesh using strips of triangles. Using the strips, one can reduce the number of vertices sent to the rendering pipeline as two neighboring triangles in a strip share an edge and it is not necessary to ...
QUADRILATERAL MESHES STRIPIFICATION
Quadrilateral models are becoming very popular in many applications of computer graphics (e.g. computer animation, computer games, scientific visualization of volumetric data, etc.). The complexity of these models can be very high (even millions of quadrilaterals), thus the problem of fast visualization of these meshes is often being solved. To increase the speed one can use some techniques to avoid sending of unnecessary faces (e.g., visibility culling) or some kind of simplification of complex objects (e.g., (C)LOD). Still it is important to reduce the time needed to transmit the set of faces by compressing the topological information and decompressing at the rendering stage. One of popular approaches is to convert the quadrilateral mesh to the triangle mesh and render this mesh using strips of triangles. Using the strips, one can reduce the number of vertices sent to the rendering pipeline as two neighboring triangles in a strip share an edge and it is not necessary to send these vertices twice. In this paper we present a new triangle stripping algorithm, designed for quadrilateral meshes. As this algorithm searches for a strip of quadrilaterals and splits them in the final stage it produces a high quality stripification.