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Geometry engine optimization: cache friendly compressed representation of geometry
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Symposium on Interactive 3D Graphics archive
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
Authors
Jatin Chhugani  Intel Corporation, Santa Clara, CA
Subodh Kumar  Indian Institute of Technology, New Delhi, India
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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

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Collaborative Colleagues:
Jatin Chhugani: colleagues
Subodh Kumar: colleagues