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V.D.Progressive Meshes
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vs. |
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Progressive Fans
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Require a conversion from Progressive mesh representation
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A unique representation for progressive loading and selective viewer
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Dinamic memory overhead
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Don't have memory movements
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Aleatory access
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Minimize cache mistakes
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Greedy algorithm for generating triangle-strips
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Inherently structured in triangle-fan (up to two the render speed)
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88 bytes per vertex
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85 bytes per vertex
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Limited to primitive edge-removal
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Support for multiple primitives for manifold and
non-manifold models.
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Large memory required for multiple instances
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Multiple instance support with only |V| bits for instance.
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