Eric CoskyFollow


Complex models in 3D graphics (such as architecture or game characters) are often composed of a single, large mesh of triangles that is processed by the graphics module as a single object. When objects are not fully visible, they are often split into multiple components to reduce the work required to render them. Breaking down the model and working with the components (instead of the whole) can, in some situations, reduce performance.

This disclosure describes techniques for optimizing rendering scenarios where only part of a model is visible. A skip buffer (with associated logic) includes hierarchical data that optimizes rendering performance by reducing the number of vertex-shader operations that need to be performed. In addition, the number of screen-clipping operations performed on screen-space triangles to determine the visibility of the triangles is reduced.

Creative Commons License

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.