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Explain different ways to store meshes on disk and give the average amount of memory per vertex!
Face Set
For each triangle, store the position of all vertices.
vertices
triangles
positions
floats
bytes
Shared Vertex
Store one list with positions of all vertices. For each triangle, store three indices into the vertex list.
For the vertex list:
vertices
positions
floats
bytes
For the triangles:
vertices
triangles
indices (i.e. ints)
bytes
Total
bytes
Triangle Strips
Store a list of vertex positions. Each triple of vertices in that list defines one triangle. (Note: triangles have alternating winding)
vertices
triangles
positions
floats
bytes
Representing general triangle meshes as triangle strips:
For each triangle, store the position of all vertices.
vertices
triangles
positions
floats
bytes
Shared Vertex
Store one list with positions of all vertices. For each triangle, store three indices into the vertex list.
For the vertex list:
vertices
positions
floats
bytes
For the triangles:
vertices
triangles
indices (i.e. ints)
bytes
Total
bytes
Triangle Strips
Store a list of vertex positions. Each triple of vertices in that list defines one triangle. (Note: triangles have alternating winding)
vertices
triangles
positions
floats
bytes
Representing general triangle meshes as triangle strips:
- Apply 1:3-splits to allow for flexibility in mesh traversal.
- Generalized Triangle Strips: Store 1 additional bit per vertex, telling whether to replace the oldest or second-oldest vertex from the current triangle.
- Use multiple triangle strips for one mesh
Karteninfo:
Autor: janisborn
Oberthema: Informatik
Thema: Computergrafik
Schule / Uni: RWTH Aachen
Ort: Aachen
Veröffentlicht: 18.05.2022