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