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Posts

Blog Post number 4

less than 1 minute read

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Blog Post number 3

less than 1 minute read

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Blog Post number 2

less than 1 minute read

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Blog Post number 1

less than 1 minute read

Published:

This is a sample blog post. Lorem ipsum I can’t remember the rest of lorem ipsum and don’t have an internet connection right now. Testing testing testing this blog post. Blog posts are cool.

portfolio

publications

Triangle Reordering for Reduced Overdraw in Animated Scenes

Published in Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Abstract

We introduce an automatic approach for optimizing the triangle rendering order of animated meshes with the objective of reducing overdraw while maintaining good post-transform vertex cache efficiency. Our approach is based on prior methods designed for static meshes. We propose an algorithm that clusters the space of viewpoints and key frames. For each cluster, we generate a triangle order that exhibits satisfactory vertex cache efficiency and low overdraw. Results show that our approach significantly improves overdraw throughout the entire animation sequence while only requiring a few index buffers. We expect that this approach will be useful for games and other real-time rendering applications that involve complex shading of articulated characters

Recommended citation: Songfang Han, Pedro Sander. Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) 2016 .

Triangle Reordering for Efficient Rendering in Complex Scenes

Published in the Journal of Computer Graphics Techniques (JCGT), 2017

Abstract

We introduce an automatic approach for optimizing the triangle rendering order of animated meshes with the objective of reducing overdraw while maintaining good post-transform vertex cache efficiency. Our approach is based on prior methods designed for static meshes. We propose an algorithm that clusters the space of viewpoints and key frames. For each cluster, we generate a triangle order that exhibits satisfactory vertex cache efficiency and low overdraw. Results show that our approach significantly improves overdraw throughout the entire animation sequence while only requiring a few index buffers. We expect that this approach will be useful for games and other real-time rendering applications that involve complex shading of articulated characters.

Recommended citation: Songfang Han, Pedro Sander. The Journal of Computer Graphics Techniques . JCGT 2017.

In-Depth Buffers

Published in Proceedings of the ACM on Computer Graphics and Interactive Techniques, 2018

Abstract

We present a new approach for rendering all triangles in a model in front-to-back order without the need for sorting at runtime. The method can be used for rendering order-dependent transparency effects, or to minimize overdraw, for example. The key distinguishing component in the approach is its negligible runtime cost and therefore the ease with which it can be incorporated into rendering engines. More specifically, given a viewpoint, the runtime simply selects a presorted triangle list, which we call \emph{in-depth buffers}, to be rendered at full speed. These in-depth buffers are even optimized for post-transform vertex cache efficiency. The result is unmatched in front-to-back rendering performance. The difficulty is computing the smallest set of in-depth buffers required. This reduces to a graph problem that we prove to be NP-hard. Nevertheless, we have found an optimization heuristic that produces good results, particularly when visually imperceptible fragment ordering mistakes are allowed.

Recommended citation: Songfang Han, Ge Chen, Diego Nehab and Pedro Sander. Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACM), 2018.

talks

teaching

Teaching experience 1

Undergraduate course, University 1, Department, 2014

This is a description of a teaching experience. You can use markdown like any other post.

Teaching experience 2

Workshop, University 1, Department, 2015

This is a description of a teaching experience. You can use markdown like any other post.