Efficient traversal of mesh edges using adjacency primitives

Pedro V. Sander, Diego Nehab, Eden Chlamtac, Hugues Hoppe

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Scopus citations

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.

Original languageEnglish
Title of host publicationACM SIGGRAPH Asia 2008 Papers, SIGGRAPH Asia'08
PublisherAssociation for Computing Machinery
ISBN (Print)9781450318310
DOIs
StatePublished - 1 Jan 2008
Externally publishedYes
EventACM SIGGRAPH Asia 2008 Papers, SIGGRAPH Asia 2008 - Singapore, Singapore
Duration: 10 Dec 200813 Dec 2008

Publication series

NameACM SIGGRAPH Asia 2008 Papers, SIGGRAPH Asia'08

Conference

ConferenceACM SIGGRAPH Asia 2008 Papers, SIGGRAPH Asia 2008
Country/TerritorySingapore
CitySingapore
Period10/12/0813/12/08

Keywords

  • Programmable geometry shader
  • Real-time rendering
  • Shadow volumes
  • Silhouettes
  • Vertex locality

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