Triangle reordering for reduced overdraw in animated scenes

Songfang Han, Pedro V. Sander

Research output: Chapter in Book/Conference Proceeding/ReportConference Paper published in a bookpeer-review

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.

Original languageEnglish
Title of host publicationProceedings - 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2016
EditorsStephen N. Spencer
PublisherAssociation for Computing Machinery, Inc
Pages23-27
Number of pages5
ISBN (Electronic)9781450340434
DOIs
Publication statusPublished - 27 Feb 2016
Event20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2016 - Redmond, United States
Duration: 27 Feb 201628 Feb 2016

Publication series

NameProceedings - 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2016

Conference

Conference20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2016
Country/TerritoryUnited States
CityRedmond
Period27/02/1628/02/16

Bibliographical note

Publisher Copyright:
© 2016 ACM.

Keywords

  • Depth sorting
  • Overdraw reduction
  • Real-time rendering

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