Graphics Techniques and Algorithms

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Table of Contents

Graphics Techniques and Algorithms

Introduction

Outline

Rendering Path

Graphics Techniques

Caching

Caching

Geometry Caching

Geometry Caching: Benefits

Image Caching

Image Caching: Benefits

Application data caching

Culling

Culling: Culling Types

Culling: Bounding Volumes

Culling: View Frustum

Culling: View Frustum Usefulness

Culling: View Frustum Implementation

Culling: Skip the Clip

Culling: Backface

Culling: Backface Usefulness

Culling: Occlusion

Culling: Occlusion Goals

Culling: Occlusion Culling Usefulness

Culling: General Occlusion Culling

Culling: Occlusion Spatial Partitioning

Culling: Contribution

Culling: Contribution Implementation

Culling: Contribution Usefulness

LOD: Overview

LOD: Issues

LOD: Height Fields

LOD: 3D Models

LOD: When to switch LOD levels

LOD: Level determination

LOD: Determining cost of rendering

LOD: Benefit Function

LOD: Trade-offs

Target Frame Rate

Application Architectures: Multi-Threading

Application Architectures: Multi-Threading

Application Architectures: Scene Graphs

Application Architectures: Trade-offs

Conclusion:

Author: Keith Cok