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ABSTRACT
Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We present a scheme for efficient traversal of mesh edges that builds on the adjacency primitives and programmable geometry shaders introduced in recent graphics hardware. Our scheme aims to minimize the number of primitives while maximizing SIMD parallelism. These objectives reduce to a set of discrete optimization problems on the dual graph of the mesh, and we develop practical solutions to these graph problems. In addition, we extend two existing vertex cache optimization algorithms to produce cache-efficient traversal orderings for adjacency primitives. We demonstrate significant runtime speedups for several practical real-time rendering algorithms.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/300523.300531]
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.5
Computational Geometry and Object Modeling
Subjects:
Geometric algorithms, languages, and systems
Additional Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.1
Hardware architecture
Subjects:
Graphics processors;
Parallel processing
I.3.5
Computational Geometry and Object Modeling
Subjects:
Curve, surface, solid, and object representations
General Terms:
Design,
Performance
Keywords:
programmable geometry shader,
real-time rendering,
shadow volumes,
silhouettes,
vertex locality
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