Fast Compression of Meshes for GPU Ray-Tracing
Files
Date issued
2013
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
We present a novel and expedite way to compress triangles meshes, fans and strips for ray-tracing on a GPU. Our
approach improves on the state of the art by allowing the lossless compression of all connectivity information
without changing the mesh configuration, while using linear time and space with the number of primitives. Furthermore,
the algorithm can be run on a stream processor and any compressed primitive can be indexed in constant
time, thus allowing fast random-access to geometry data to support ray-tracing on a GPU. Furthermore, both triangle
and quad meshes compress particularly well, as do many type-specialized mesh structures where all primitives
have an equal number of vertexes. Our results show that the compression algorithm allows storing and ray-tracing
meshes with tens of millions of triangles on commodity GPUs with only 1GB of memory.
Description
Subject(s)
sledování paprsku, komprese mřížky, trojúhelníkové mřížky
Citation
WSCG 2013: Full Papers Proceedings: 21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in cooperation with EUROGRAPHICS Association, p. 10-18.