End‐to‐End Compressed Meshlet Rendering

dc.contributor.authorMlakar, D.en_US
dc.contributor.authorSteinberger, M.en_US
dc.contributor.authorSchmalstieg, D.en_US
dc.contributor.editorAlliez, Pierreen_US
dc.contributor.editorWimmer, Michaelen_US
dc.date.accessioned2024-03-23T10:14:42Z
dc.date.available2024-03-23T10:14:42Z
dc.date.issued2024
dc.description.abstractIn this paper, we study rendering of end‐to‐end compressed triangle meshes using modern GPU techniques, in particular, mesh shaders. Our approach allows us to keep unstructured triangle meshes in GPU memory in compressed form and decompress them in shader code just in time for rasterization. Typical previous approaches use a compressed mesh format only for persistent storage and streaming, but must decompress it into GPU memory before submitting it to rendering. In contrast, our approach uses an identical compressed format in both storage and GPU memory. Hence, our compression method effectively reduces the in‐memory requirements of huge triangular meshes and avoids any waiting times on streaming geometry induced by the need for a decompression stage on the CPU. End‐to‐end compression also means that scenes with more geometric detail than previously possible can be made fully resident in GPU memory. Our approach is based on a novel decomposition of meshes into meshlets, . disjoint primitive groups that are compressed individually. Decompression using a mesh shader allows de facto random access on the primitive level, which is important for applications such as selective streaming and fine‐grained visibility computation. We compare our approach to multiple commonly used compressed meshlet formats in terms of required memory and rendering times. The results imply that our approach reduces the required CPU–GPU memory bandwidth, a frequent bottleneck in out‐of‐core rendering.en_US
dc.description.number1
dc.description.sectionheadersARTICLES
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume43
dc.identifier.doi10.1111/cgf.15002
dc.identifier.issn1467-8659
dc.identifier.pages14 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.15002
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf15002
dc.publisher© 2024 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd.en_US
dc.rightsAttribution-NonCommercial 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.subjectmodeling
dc.subjectcompression algorithms
dc.titleEnd‐to‐End Compressed Meshlet Renderingen_US
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