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Chuck Walbourn редактировал(а) эту страницу 2022-04-26 18:29:59 -07:00

Blogs

DirectX SDK and Games for Windows Blog

DirectXMesh

Visual Studio 2013 and Windows 8.1 SDK RTM are now available

Visual Studio 2012 and Windows 8.0 SDK RTM are now available

Real-Time Rendering Blog

ACMR and ATVR

Mesh stripification

Triangle strip

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. link

Stewart, J. "Tunneling for Triangle Strips" link

Mesh optimization

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

Castaño, I. "Optimal Grid Rendering" link

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

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

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

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

Normals computation

NVMeshMender library

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

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

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

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

Wagner, M., "Generating Vertex Normals" link