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Mesh Clustering and Reordering Based on Normal Locality for Efficient Rendering

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Recently, the size of models for real-time rendering has been significantly increasing for realism, and many graphics applications are being developed in mobile devices with relatively insufficient hardware power. Therefore,… Click to show full abstract

Recently, the size of models for real-time rendering has been significantly increasing for realism, and many graphics applications are being developed in mobile devices with relatively insufficient hardware power. Therefore, improving rendering speed is still important in graphics. Back-face culling is one of the core speed-up techniques to remove the back-facing polygons that are not drawn in the result image. In this paper, we present a mesh clustering and reordering method based on normal coherence for efficient back-face culling at an earlier stage than the current method, which removes back faces after the vertex shader on the GPU. In the pre-computation, our method first vertically clusters the mesh into multiple stripes based on the latitude of the face normal vector and sorts each stripe in ascending order of longitude. At runtime, our method computes a potentially visible set of faces at the current camera view by excluding back faces from the clustered and reordered faces list, and draws only the potentially visible set. Experiments have shown that the rendering using our method is more efficient than traditional methods, especially for large and static models.

Keywords: normal locality; clustering reordering; based normal; mesh clustering; method; reordering based

Journal Title: Symmetry
Year Published: 2022

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