DocumentCode
2412613
Title
Batched multi triangulation
Author
Cignoni, Paolo ; Ganovelli, Fabio ; Gobbetti, Enrico ; Marton, Fabio ; Ponchio, Federico ; Scopigno, Roberto
Author_Institution
ISTI, CNR, Italy
fYear
2005
fDate
23-28 Oct. 2005
Firstpage
207
Lastpage
214
Abstract
The multi triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a directed acyclic graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multiresolution approaches that use hierarchies or DAGs with predefined topology. On current architectures, the classic MT is however unfit for real-time rendering, since DAG traversal costs vastly dominate raw rendering costs. In this paper, we redesign the MT framework in a GPU friendly fashion, moving its granularity from triangles to precomputed optimized triangle patches. The patches can be conveniently tri-stripped and stored in secondary memory to be loaded on demand, ready to be sent to the GPU using preferential paths. In this manner, central memory only contains the DAG structure and CPU workload becomes negligible. The major contributions of this work are: a new out-of-core multiresolution framework, that, just like the MT, encompasses a wide class of multiresolution structures; a robust and elegant way to build a well conditioned MT DAG by introducing the concept of V-partitions, that can encompass various state of the art multiresolution algorithms; an efficient multithreaded rendering engine and a general subsystem for the external memory processing and simplification of huge meshes.
Keywords
computational geometry; directed graphs; graphical user interfaces; mesh generation; rendering (computer graphics); storage management; V-partition concept; directed acyclic graph; multiresolution algorithms; multithreaded rendering engine; multitriangulation framework; out-of-core multiresolution framework; precomputed optimized triangle patches; real-time rendering; triangle meshes; Costs; Engines; Graphics; Hardware; Investments; Rendering (computer graphics); Robustness; Solid modeling; Topology; World Wide Web;
fLanguage
English
Publisher
ieee
Conference_Titel
Visualization, 2005. VIS 05. IEEE
Print_ISBN
0-7803-9462-3
Type
conf
DOI
10.1109/VISUAL.2005.1532797
Filename
1532797
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