Optimizing triangle strips for fast rendering

@article{Evans1996OptimizingTS,
  title={Optimizing triangle strips for fast rendering},
  author={F. Evans and S. Skiena and A. Varshney},
  journal={Proceedings of Seventh Annual IEEE Visualization '96},
  year={1996},
  pages={319-326}
}
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. We present new and efficient algorithms for constructing… Expand
Efficiently using connectivity information between triangles in a mesh for real-time renderin
TLDR
Multiresolution Triangle Strips (MTS) represent a triangle mesh as a collection of multiresolution triangles strips, which are the basis of both the storage and the rendering stage. Expand
An Architecture for Interactive Tetrahedral Volume Rendering
We present a new architecture for interactive unstructured volume rendering. Our system moves all the computations necessary for order-independent transparency and volume scan conversion from the CPUExpand
Multi-path algorithm for triangle strips
TLDR
A new stripification algorithm for static fully triangulated meshes is presented, based on the dual graph of triangulation, which enables to reduce the rendering time by reduction data size and by avoiding of redundant lighting and transformations computations. Expand
Multi-path algorithm for triangle strips
TLDR
A new stripification algorithm for static fully triangulated meshes is presented, based on the dual graph of triangulation, which enables to reduce the rendering time by reduction data size and by avoiding of redundant lighting and transformations computations. Expand
Efficiently computing and updating triangle strips for real-time rendering
TLDR
A novel data-structure, Skip Strip, is presented, that efficiently maintains triangle strips during view-dependent changes and 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. Expand
A triangulation for optimal strip decomposition in simple polygons
TLDR
An algorithm to construct a triangulation that can be decomposed into minimum number of triangle strips in simple polygons is introduced, which uses dynamic programming techniques and has O(n) time bound. Expand
Simple and Fast Terrain Rendering Using Graphics Hardware
TLDR
This approach sufficiently exploits both the spatial and temporal coherence of terrain geometry and reduces the bandwidth requirements and can achieve very high frame rates especially when a player wanders through a valley in games or other applications. Expand
Pilsen Czech Republic Triangle Strips For Fast Rendering
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.Expand
Single-strips for fast interactive rendering
TLDR
This paper presents new algorithms to generate single-strip representations that follow different user defined constraints or preferences in the form of edge weights, and highlights the flexibility of this approach by generating single-strips with preferences as arbitrary as the orientation of the edges. Expand
Skip Strips: maintaining triangle strips for view-dependent rendering
TLDR
This work presents a novel data structure, Skip Strip, that efficiently maintains triangle strips during view-dependent changes and is expected to 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. Expand
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 15 REFERENCES
Hamilton Triangulations for Fast Rendering
TLDR
In this paper, several problems concerning triangulation with Hamiltonian duals and a related class of “sequential triangulations” are considered. Expand
Time/space tradeoffs for polygon mesh rendering
TLDR
An algorithm is provided that generates an appropriate “rendering sequence” of commands for any given mesh, and it is shown that no algorithm can do better, that is, inline-equation is a lower bound. Expand
Progressive meshes
TLDR
The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement. Expand
Geometry compression
This paper introduces the concept of Geometry Compression, lowing 3D triangle data to be represented with a factor of 6 to times fewer bits than conventional techniques, with only slight los es inExpand
Polygonal ribbons in two and three dimensions
TLDR
Various geometric and topological properties of polygonal ribbons in two and three dimensions are investigated, including properties such as nonselfintersection, orientability, and twist. Expand
No Quadrangulation is Extremely Odd
TLDR
This work presents an algorithm that computes a quadrangulation of S in O(n log n) time even in the presence of collinear points, and shows that a k-angulation of a set of points can be achieved with the addition of at most k-3 extra points within the same time bound. Expand
and D
  • Burns. tomesh.c : C Program on SGI Developer’s Toolbox CD
  • 1990
Completing se- quential triangulations is hard
  • Completing se- quential triangulations is hard
  • 1996
Completing sequential triangulations is hard
  • Completing sequential triangulations is hard
  • 1996
No quadrangulation is ex- tremely odd
  • No quadrangulation is ex- tremely odd
  • 1995
...
1
2
...