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Fast triangle reordering for vertex locality and reduced overdraw

Published:29 July 2007Publication History
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Abstract

We present novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. The resulting triangle orders perform on par with previous methods, but are orders magnitude faster to compute.

The improvements in processing speed allow us to perform the optimization right after a model is loaded, when more information on the host hardware is available. This allows our vertex cache optimization to often outperform other methods. In fact, our algorithms can even be executed interactively, allowing for re-optimization in case of changes to geometry or topology, which happen often in CAD/CAM applications. We believe that most real-time rendering applications will immediately benefit from these new results.

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            cover image ACM Transactions on Graphics
            ACM Transactions on Graphics  Volume 26, Issue 3
            July 2007
            976 pages
            ISSN:0730-0301
            EISSN:1557-7368
            DOI:10.1145/1276377
            Issue’s Table of Contents

            Copyright © 2007 ACM

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 29 July 2007
            Published in tog Volume 26, Issue 3

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