Amortizing 3D Graphics Optimization Across Multiple Frames

Abstract

This paper describes a mechanism for improving rendering rates dynamically during runtime in an interactive three-dimensional graphics application. Well-known techniques such as transforming hierarchical geometry into a flat list and removing redundant graphics primitives are often performed off-line on static databases, or continuously every rendering frame. In addition, these optimizations are usually performed over the whole database. We observe that much of the database remains static for a fixed period of time, while other portions are modified continuously (e.g. the camera position), or are repeatedly modified during some finite interval (e.g. during user interaction). We have implemented a runtime optimization mechanism which is sensitive to repeated, local database changes. This mechanism employs timing strategies which optimize only when the cost of optimization will be amortized over a sufficient number of frames. Using this optimization scheme, we observe a rendering speedup of roughly 2.5 in existing applications. We discuss our initial implementation of this mechanism, the improved timing measurements, the issues and assumptions we made, and future improvements.

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Document Details

Document Type
Technical Report
Publication Date
Nov 01, 1995
Accession Number
ADA447678

Entities

People

  • Jim Durbin
  • Randy Pausch
  • Rich Gossweiler

Organizations

  • University of Virginia

Tags

DTIC Thesaurus Topics

  • Abstracts
  • Algorithms
  • Computer Graphics
  • Computer Science
  • Computers
  • Databases
  • Engineering
  • Frequency
  • Geometry
  • Graphics
  • Interactive Graphics
  • Materials
  • Measurement
  • Military Research
  • Redundancy
  • Three Dimensional
  • Virginia

Fields of Study

  • Computer science

Readers

  • Database Systems and Applications
  • Life Cycle Cost Analysis
  • Operations Research