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An improved vertex caching scheme for 3D mesh rendering

机译:用于3D网格渲染的改进的顶点缓存方案

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Modern graphics cards are equipped with a vertex cache to reduce the amount of data needing to be transmitted to the graphics pipeline during rendering. To make effective use of the cache and facilitate rendering, it is key to represent a mesh in a manner that maximizes the cache hit rate. In this paper, we propose a simple yet effective algorithm for generating a sequence for efficient rendering of 3D polygonal meshes based on greedy optimization. The algorithm outperforms the current state-of-the-art algorithms in terms of rendering efficiency of the resultant sequence. We also adapt it for the rendering of progressive meshes. For any simplified version of the original mesh, the rendering sequence is generated by adaptively updating the reordered sequence at full resolution. The resultant rendering sequence is cheap to compute and has reasonably good rendering performance, which is desirable to many complex rendering environments involving continuous rendering of meshes at various level of details. The experimental results on a collection of 3D meshes are provided.
机译:现代图形卡配备了顶点缓存,以减少渲染期间需要传输到图形管线的数据量。为了有效利用缓存并简化渲染,以最大化缓存命中率的方式表示网格非常关键。在本文中,我们提出了一种简单而有效的算法,该算法可基于贪婪优化来生成有效渲染3D多边形网格的序列。就所得序列的渲染效率而言,该算法优于当前的最新算法。我们也将其调整为渲染渐进式网格。对于原始网格的任何简化版本,通过以全分辨率自适应更新重新排序的序列来生成渲染序列。生成的渲染序列计算成本低廉,并且具有相当好的渲染性能,这对于涉及在各个细节级别连续渲染网格的许多复杂渲染环境而言都是理想的。提供了一系列3D网格的实验结果。

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