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dc.contributor.authorGurung, Toprajen_US
dc.contributor.authorLaney, Danielen_US
dc.contributor.authorLindstrom, Peteren_US
dc.contributor.authorRossignac, Jareken_US
dc.contributor.editorM. Chen and O. Deussenen_US
dc.date.accessioned2015-02-27T10:21:40Z
dc.date.available2015-02-27T10:21:40Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.01866.xen_US
dc.description.abstractThe SQuad data structure represents the connectivity of a triangle mesh by its "S table" of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant-time, random-access operators for traversing the mesh, including in-order traversal of the triangles incident upon a vertex. SQuad is more compact than the Corner Table (CT), which stores 6 rpt, and than the recently proposed SOT, which stores 3 rpt. However, in-core access is generally faster in CT than in SQuad, and SQuad requires rebuilding the S table if the connectivity is altered. The storage reduction and memory coherence opportunities it offers may help to reduce the frequency of page faults and cache misses when accessing elements of a mesh that does not fit in memory. We provide the details of a simple algorithm that builds the S table and of an optimized implementation of the SQuad operators.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleSQuad: Compact Representation for Triangle Meshesen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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