Institute for Visualization and Interactive Systems
Rendering acceleration by mesh optimization
Rendering acceleration by mesh optimization
The rendering speed is limited by the slowest per-frame operation.
Such per-frame operations are the
scene graph traversal which is done by the CPU. During this
stage the represented data will be generated and prepared for
the following steps in the graphics pipeline.
transformations. This stage is limited by the rate at
which the graphics hardware can process vertices. Therefore,
those limits can be influenced by the data only.
rasterization which is limited by the rate at which the
graphics hardware can update the frame buffer. Here, one
deciding factor is the size of the viewport.
Thus, for large polygonal meshes we have to alleviate the bottleneck
resulting from the transform stage. For example, for a single lighting
source, the transform stage for one vertex takes approximately
100 floating-point operations.
In the subtopics the results of two alternatives are presented.
Both reduce the number of vertices that have to be sent to the
graphics subsystem in order to speed-up the rendering: