一种宽度优先的高效网格遍历方法

T. Mitra, T. Chiueh
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引用次数: 20

摘要

复杂的3D多边形模型通常表示为三角形网格,特别是当它们是程序生成的,或者通过表面提取从体积数据集创建的时候。另一方面,现有的3D渲染硬件一次只能处理一个三角形。因此,三角形网格需要转换为单独的三角形,当他们被馈送到图形管道。这种转换算法的设计目标是尽量减少发送到渲染管道的冗余顶点的数量。本文提出了一种宽度优先的方法来遍历三角形网格,将顶点冗余减少到非常接近理论最小值。使用该方案,除了特殊情况外,不需要多次指定三角形顶点。此外,由于预取技术,无论网格大小如何,有效网格遍历的片上存储需求仍然很小且基本不变。我们的实验结果表明,假设一个64顶点的缓冲区,与该方法相关的冗余转换开销在1.00%和7.330/o之间,对于一组8个三角形网格,其大小范围为2,992到40,000个三角形。
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A breadth-first approach to efficient mesh traversal
Complex 3D polygonal models are typically represented as triangular meshes, especially when they are generated procedurally, or created from volumetric data sets through surface extraction. Existing 3D rendering hardware, on the other hand, processes one triangle at a time. Therefore triangle meshes need to be converted to individual triangles when they are fed to the graphics pipeline. The design goal of such conversion algorithms is to minimize the number of vertices that are sent redundantly to the rendering pipeline. This paper proposes a breadth-first approach to traverse triangle meshes that reduces vertex redundancy to very close to the theoretical minimum. With the proposed scheme, no triangle vertices need to be specified multiple times, barring exceptional cases. In addition, owing to a prefetching technique, the on-chip storage requirement for effective mesh traversal remains small and largely constant regardless of the mesh size. Our experimental results show that assuming a 64-vertex buffer, the redundant transformation overhead associated with the proposed approach is between 1.00% and 7.330/o, for a set of 8 triangle meshes whose size ranges from 2,992 to 40,000 triangles.
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