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We want
to get interactive frame rates
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Traditionally,
the rendering time was the limiting factor, so research focused on minimizing
the polygon count
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Now as
rendering hardware becomes faster, the strict “number” of polygons is no
longer a grave concern -- we need to look at other bottlenecks. Therefore, recent
methods focus on geometry regularity, optimized for graphics hardware.
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3 papers
we see the evolution of this idea:
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Hoppe 98
was very good at minimizing the number of triangles drawn to the screen, at
the expense of having highly irregular geometry
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Lindstrom
had a somewhat more regular layout of the geometry, but triangle size was
dependent on the topography of the terrain
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Hoppe 04
has highly regular triangle sizes, irrespective of the terrain itself.
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