Quadrilateral meshes stripification
Date issued
2005
Journal Title
Journal ISSN
Volume Title
Publisher
Slovenská technická univerzita v Bratislavě
Abstract
Quadrilateral models are becoming very popular in many applications of computer
graphics (e.g. computer animation, computer games, scienti c visualization of volumetric data, etc.).
The complexity of these models can be very high (even millions of quadrilaterals), thus the problem
of fast visualization of these meshes is often being solved. To increase the speed one can use some
techniques to avoid sending of unnecessary faces (e.g., visibility culling) or some kind of simpli cation
of complex objects (e.g., (C)LOD). Still it is important to reduce the time needed to transmit the set
of faces by compressing the topological information and decompressing at the rendering stage.
One of popular approaches is to convert the quadrilateral mesh to the triangle mesh and render
this mesh using strips of triangles. Using the strips, one can reduce the number of vertices sent to
the rendering pipeline as two neighboring triangles in a strip share an edge and it is not necessary
to send these vertices twice.
In this paper we present a new triangle stripping algorithm, designed for quadrilateral meshes.
As this algorithm searches for a strip of quadrilaterals and splits them in the nal stage it produces
a high quality stripi cation.
Description
Subject(s)
trojúhelníkové pásy, čytřúhelníky, vizualizace
Citation
Algoritmy 2005: 17th Conference on Scientific Computing, Vysoké Tatry - Podbanské, Slovakia March 13 - 18, 2005: Proceedings of Contributed Papers and Posters, p. 300-308.