Triangle reordering for reduced overdraw in animated scenes

Songfang Han, P. Sander
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引用次数: 6

Abstract

We introduce an automatic approach for optimizing the triangle rendering order of animated meshes with the objective of reducing overdraw while maintaining good post-transform vertex cache efficiency. Our approach is based on prior methods designed for static meshes. We propose an algorithm that clusters the space of viewpoints and key frames. For each cluster, we generate a triangle order that exhibits satisfactory vertex cache efficiency and low overdraw. Results show that our approach significantly improves overdraw throughout the entire animation sequence while only requiring a few index buffers. We expect that this approach will be useful for games and other real-time rendering applications that involve complex shading of articulated characters.
三角形重新排序减少动画场景中的透支
本文介绍了一种自动优化动画网格三角形渲染顺序的方法,目的是在保持良好的变换后顶点缓存效率的同时减少过度绘制。我们的方法是基于先前为静态网格设计的方法。提出了一种对视点和关键帧空间进行聚类的算法。对于每个集群,我们生成一个三角形顺序,显示出令人满意的顶点缓存效率和低透支。结果表明,我们的方法在只需要少量索引缓冲区的情况下显著改善了整个动画序列的透支情况。我们希望这种方法对游戏和其他实时渲染应用程序有用,这些应用程序涉及到复杂的铰接角色阴影。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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