In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates). We develop a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. The data compression is achieved by replacing the conventional idea of a GPU that renders triangles with a GPU that tessellates surface patches into triangles. Categories and Subject Descriptors (according to AC
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