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Depth-Presorted Triangle Lists

delete2012-11-01
delete5
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OA
AI
G
Ge Chen *
P
Pedro V. Sander
D
Diego Nehab
L
Lei Yang
DOI:10.1145/2366145.2366179delete
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Abstract

Abstract

En 中文
We present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any viewpoint outside its bounding volume. The approach renders depth-sorted triangles using a single draw-call. At run-time, we replace the traditional sorting strategy of existing algorithms with a faster triangle selection strategy. The selection process operates on an extended sequence of triangles annotated by test planes, created by our off-line preprocessing stage. Based on these test planes, a simple run-time procedure uses the given viewpoint to select a subsequence of triangles for rasterization. Selected subsequences are statically presorted by depth and contain each input triangle exactly once. Our method runs on legacy hardware and renders depth-sorted static models significantly faster than previous approaches. We conclude demonstrating the real-time rendering of order-independent transparency effects.
Keywords:
MAPS
HARDWARE
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Journal

ACM Transactions on Graphics cover
ACM Transactions on Graphics
IF:
9.5
Papers:
4.7K
Citations:
3.6W

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