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Optimization of Mesh Locality for Transparent Vertex Caching

机译:透明顶点缓存的网格局部性优化

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Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex cashing to transparently reduce geometry bandwidth. Use of an indexed triangle strip representation permits application programs to animate the meshes at video rates, and provides backward compatibility on legacy hardware. The efficiency of vertex caching is maximized by reordering the faces in the mesh during a preprocess. We present two reordering techniques, a fast greedy strip-growing algorithm and a local optimization algorithm. The strip-growing algorithm performs lookahead simulations of the cache to adapt strip lengths to the cache capacity. The local optimization algorithm improves this initial result by exploring a set of perturbations to the face ordering. The resulting cache miss rates are comparable to the efficiency of the earlier mesh buffer scheme described by Deering and Chow, even though the vertex cache is not actively managed.
机译:渲染几何复杂的网格时,图形子系统和内存之间的总线流量可能会成为瓶颈。在本文中,我们研究使用顶点兑现来透明地减少几何带宽。使用索引的三角形条表示法允许应用程序以视频速率对网格进行动画处理,并提供对旧硬件的向后兼容性。通过在预处理过程中对网格中的面进行重新排序,可以最大化顶点缓存的效率。我们提出了两种重新排序技术,一种快速贪婪的条带增长算法和一种局部优化算法。条带增长算法执行高速缓存的超前模拟,以使条带长度适应高速缓存容量。局部优化算法通过探索一组人脸排序扰动来改善此初始结果。即使未主动管理顶点缓存,所产生的缓存未命中率也可与Deering和Chow所描述的早期网格缓冲区方案的效率相媲美。

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