Conserving Bandwidth: Geometry
•Use only the amount of geometry required (LODs)
•Minimize amount of data per vertex
–Use packed ARGB (not floating point ARGB)
–Don’t specify Z or W if you don’t need it
–
•Use multi-texturing instead of multi-pass rendering
•
•Example:  Applying 2 textures
•
• single-pass w/ multi-texture: pass 1 – (xyzs1t1s2t2)
• two rendering passes: pass 1 –  (xyzs1t1)  pass 2 – (xyzs2t2)
•
• ® single-pass up to 30% reduction in data
-Use the minimum amount of geometry required – don’t over-tesselate

•Culling Strategies
•Distance-Squared Based LODs (with fog)
•Coarse View-Frustum Culling
•Portal Rendering and Potentially Visible Sets