Triangle surface models are nowadays most often types of geometric objects description in computer graphics. Therefore, the problem of fast visualization of this type of data is often solved. One of popular approaches is stripification, i.e., a conversion of triangle surface into strips of triangles. This enables to reduce the rendering time by reduction data size and by avoiding of redundant lighting and transformations computations.
This paper describes the comparison results of classic STRIPE and
greedy SGI based algorithms for stripification.
KEYWORDS: strip, triangle, mesh compression, OpenGL,
computer graphics.