Triangle order optimization for graphics hardware computation culling

Diego Nehab, Joshua Barczak, Pedro V. Sander · 2006

In Nehab et al. [2006], we describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull both vertex and pixel processing at rendering time. Our method brings the overdraw rates of a wide range of models close to that of front-to-back order, while preserving state-of-the-art vertex cache performance. This results in higher frame rates for pixel-bound applications with no penalty to vertex-bound applications.

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