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Efficient traversal of mesh edges using adjacency primitives
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ACM SIGGRAPH Asia 2008 papers table of contents
Singapore
SESSION: Mesh processing table of contents
Article No. 144  
Year of Publication: 2008
ISSN:0730-0301
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Authors
Pedro V. Sander  Hong Kong UST
Diego Nehab  Microsoft Research
Eden Chlamtac  Princeton University
Hugues Hoppe  Microsoft Research
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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

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Collaborative Colleagues:
Pedro V. Sander: colleagues
Diego Nehab: colleagues
Eden Chlamtac: colleagues
Hugues Hoppe: colleagues