(v+i) technique, improvements are considerable, on
average, around 200% for the bunny model and
570% for the budhha model.
Figure 11 shows a chart with various models
tested with the best performance technique:
MultiDraw (v+i).
5.5 Tripification Techniques
As shown in figure 13, hStrips model sends more
vertices to the GPU than MTS. When it moves to
coarser LODs, degenerated triangles appear, it does
not affect to visual mesh quality, but useless
information is processed. hStrips model removes
much of degenerated triangles, although some
remain. This is an aspect to be improved in future
work. Notwithstanding, hStrips is the best model in
visualization cost.
6 CONCLUSIONS
We have presented a uniform resolution model that
noticeably improves existing models, in terms of
storage and visualization cost. This model features:
optimized hardware primitives, coherence, vertex
cache exploitation, graphics hardware integration
and low spatial cost.
Comparisons to existing multiresolution model
implementations show improvements of
approximately 25% in storage space cost, 40% in
level-of-detail extraction cost and visualization as
much as 5 times better by applying hardware
acceleration techniques.
ACKNOWLEDGEMENTS
This work was supported by the Spanish Ministry of
Science and Technology (Project TIN2010-21089-
C03-03) and Feder Funds, Bancaixa (Project
P1.1B2010-08) and Generalitat Valenciana (Project
PROMETEO/2010/028).
REFERENCES
Ribelles, J., López, A., Belmonte, O., Remolar, I., Chover,
M., 2002. Multiresolution modeling of arbitrary
polygonal surfaces: a characterization. In Computers
& Graphics, ISBN/ISSN 0097-8493, vol. 26, num. 3,
pp. 449-462.
El-Sana, J., Azanli, E., Varshney, A., 1999. Skip strips:
maintaining triangle strips for view-dependent
rendering. In Proceedings of Visualization 99. p.131-
137.
Shafae, M., Pajarola, R., 2003. DStrips: Dynamic Triangle
Strips for Real-Time Mesh Simplification and
Rendering. In Proceedings Pacific Graphics
Conference.
Stewart, A., 2001. Tunneling for Triangle Strips in
Continuous Level-of-Detail Meshes. In Graphics
Interface, p. 91-100.
Belmonte, O., Remolar, I., Ribelles, J., Chover, M.,
Fernández, M., 2003. Efficient Use Connectivity In-
formation between Triangles in a Mesh for Real-Time
Rendering. In Future Generation Computer Systems,
Special issue on Computer Graphics and Geometric
Modeling.
Ramos, F., Chover, M., Belmonte, O., Rebollo, C. ,2004.
An approach to improve strip-based multiresolution
schemes. In proceedings of WSCG 2004, Vol. 12, N.
2, p. 349-354.
Hoppe, H., Progressive Meshes. 1996. In SIGGRAPH
1996, p. 99-108.
Ribelles, J., López, A., Belmonte, O., Remolar, I., Chover,
M., 2000. Multiresolution Modeling of Polygonal
Surface Meshes Using Triangle Fans. In Proceedings
of 9th DGCI 2000, 431-442.
Ramos, F., Chover, M., 2004. LodStrips: level of detail
strips. Lecture notes in Computer Science,
Proceedings of Computational Science ICCS 2004 vol.
3039, pp. 107-114.
NVIDIA Corporation. NvTriStrip Library, 2003. Available
in http://developer.nvidia.com/object/nvtristrip_
library.html.
Garland, M., Heckbert, P., 1997. Surface simplification
using quadric error metrics. In Proceedings of
SIGGRAPH ’97 p. 209-216.
NVIDIA Corporation, 2002. ARB_vertex_buffer_object
Specification. In http://oss.sgi.com/ projects/ ogl-
sample/ registry/ ARB/ vertex_buffer_object.txt
Garland, M., 1999. Multiresolution Modeling: Survey &
Future Opportunities. In Proceedings
EUROGRAPHICS’99, p. 111-131.
Hoppe H., 1997. View-dependent refinement of
progressive meshes. In Proceedings of SIGGRAPH
1997. p. 189-198.
Hoppe, H., 1999. Optimization of Mesh Locality for
Transparent Vertex Caching, In Proceedings of
SIGGRAPH 1999, p. 269-276.
Chow, M., 1997. Optimized Geometry Compression for
Real-time Rendering. In
Proceedings of the IEEE
Visualization 1997, p. 347–354.
Bogomjakov, A., Gostman, C., 2001. Universal Rendering
Sequences for Transparent Vertex Caching of
Progressive Meshes. In Proceedings of Graphics
Interface 2001.
Ribelles, J., Chover, M., Lopez, A., Huerta, J., 1999. A
First Step to Evaluate and Compare Multiresolution
Models, In Short Papers and Demos of
EUROGRAPHICS 1999, p. 230-232.
AN EFFICIENT APPROACH TO RENDER 3D MESHES BY MANAGING MULTIRESOLUTION TRIANGLE STRIPS
403