| Geometry engine optimization: cache friendly compressed representation of geometry |
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Symposium on Interactive 3D Graphics
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Proceedings of the 2007 symposium on Interactive 3D graphics and games
table of contents
Seattle, Washington
SESSION: GPU techniques
table of contents
Pages: 9 - 16
Year of Publication: 2007
ISBN:978-1-59593-628-8
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Downloads (6 Weeks): 7, Downloads (12 Months): 107, Citation Count: 0
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ABSTRACT
Recent advances in graphics architecture focus on improving texture performance and pixel processing. These have paralleled advances in rich pixel shading algorithms for realistic images. However, applications that require significantly more geometry processing than pixel processing suffer due to limited resource being devoted to the geometry processing part of the graphics pipeline. We present an algorithm to improve the effective geometry processing performance without adding significant hardware. This algorithm computes a representation for geometry that reduces the bandwidth required to transmit it to the graphics subsystem. It also reduces the total geometry processing requirement by increasing the effectiveness of the vertex cache. A goal of this algorithm is to keep the primitive assembly simple for easy hardware implementation.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/300523.300531]
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