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Blogs

DirectX SDK and Games for Windows Blog
http://blogs.msdn.com/b/chuckw/archive/2014/06/27/directxmesh.aspx

http://blogs.msdn.com/b/chuckw/archive/2013/10/18/visual-studio-2013-and-windows-8-1-sdk-rtm-are-now-available.aspx

http://blogs.msdn.com/b/chuckw/archive/2012/08/15/visual-studio-2012-and-windows-8-0-sdk-rtm-are-now-available.aspx

Real-Time Rendering Blog
http://www.realtimerendering.com/blog/acmr-and-atvr/

Mesh stripification

http://en.wikipedia.org/wiki/Triangle_strip

NvTriStrip library
http://www.nvidia.com/object/nvtristrip_library.html

Akeley, K., Haeberli, P., Burns, D.; tomesh.c. C Program on SGI Developer's Toolbox CD, 1990

Evans, F., Skiena, S., Varshney, A.; "Optimizing triangle strips for fast rendering", Visualization 1996.
http://www.cs.umd.edu/gvil/papers/av_ts.pdf

Stewart, J. "Tunneling for Triangle Strips"
http://cs.queensu.ca/~jstewart/papers/gi01.pdf

Mesh optimization

Bogomjakov, A and Gotsman, C; "Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes"
http://www.cs.technion.ac.il/~gotsman/caching/

Castaño, I. "Optimal Grid Rendering"
http://castano.ludicon.com/blog/2009/02/02/optimal-grid-rendering/

Forsyth, T.; "Linear-Speed Vertex Cache Optimisation". September 2006
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html

Hoppe, H.; "Optimization of mesh locality for transparent vertex caching", ACM SIGGRAPH 1999 Proceedings
http://research.microsoft.com/en-us/um/people/hoppe/proj/tvc/

Lin, G. and Yu, T.; "An Improved Vertex Caching Scheme for 3D Mesh Rendering", IEEE Transactions on Visualization and Computer Graphics, July/August 2006
http://www.ecse.rpi.edu/~lin/K-Cache-Reorder/

Nehab, D., Barczak, J., and Sander, P.; "Triangle Order Optimization for Graphics Hardware Computation Culling"
https://www.cse.ust.hk/~psander/docs/too.pdf

Normals computation

NVMeshMender library
http://www.nvidia.com/object/NVMeshMender.html

Jin, S., Lewis, R., and West, D.; "A comparison of algorithms for vertex normal computation".
http://www.tricity.wsu.edu/~bobl/personal/mypubs/2003_vertnorm_tvc.pdf

Lengyel, E. "Computing Tangent Space Basis Vectors for an Arbitrary Mesh". Terathon Software 3D Graphics Library, 2001
http://www.terathon.com/code/tangent.html

Max, N., "Weights for Computing Vertex Normals from Facet Normals"
https://computing.llnl.gov/vis/images/pdf/max_jgt99.pdf

Mittring, M. "Triangle Mesh Tangent Space Calculation". Shader X^4 Advanced Rendering Techniques, 2006

Wagner, M., "Generating Vertex Normals"
http://www.emeyex.com/site/tuts/VertexNormals.pdf

Last edited Apr 9, 2015 at 7:46 AM by walbourn, version 7