This project has moved and is read-only. For the latest updates, please go here.


DirectX SDK and Games for Windows Blog

Real-Time Rendering Blog

Mesh stripification

NvTriStrip library

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.

Stewart, J. "Tunneling for Triangle Strips"

Mesh optimization

Bogomjakov, A and Gotsman, C; "Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes"

Castaño, I. "Optimal Grid Rendering"

Forsyth, T.; "Linear-Speed Vertex Cache Optimisation". September 2006

Hoppe, H.; "Optimization of mesh locality for transparent vertex caching", ACM SIGGRAPH 1999 Proceedings

Lin, G. and Yu, T.; "An Improved Vertex Caching Scheme for 3D Mesh Rendering", IEEE Transactions on Visualization and Computer Graphics, July/August 2006

Nehab, D., Barczak, J., and Sander, P.; "Triangle Order Optimization for Graphics Hardware Computation Culling"

Normals computation

NVMeshMender library

Jin, S., Lewis, R., and West, D.; "A comparison of algorithms for vertex normal computation".

Lengyel, E. "Computing Tangent Space Basis Vectors for an Arbitrary Mesh". Terathon Software 3D Graphics Library, 2001

Max, N., "Weights for Computing Vertex Normals from Facet Normals"

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

Wagner, M., "Generating Vertex Normals"

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