Ray Tracing Lossy Compressed Grid Primitives

dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorVaidyanathan, Karthiken_US
dc.contributor.authorWoop, Svenen_US
dc.contributor.editorTheisel, Holger and Wimmer, Michaelen_US
dc.date.accessioned2021-04-09T18:20:16Z
dc.date.available2021-04-09T18:20:16Z
dc.date.issued2021
dc.description.abstractWe propose a new watertight representation of geometry for ray tracing highly complex scenes in a memory efficient manner. Polygon meshes in the scene are first converted into compressed grid primitives, which are represented by a base bilinear patch with quantized displacement vectors. Ray-scene intersections are then computed by efficiently decompressing these grids onthe- fly and intersecting the implicit triangles. Our representation requires just 5:4??6:6 bytes per triangle for the combined geometry and acceleration structure, resulting in a 5-7x reduction in memory footprint compared to indexed triangle meshes. This is achieved with less than 15% increase in rendering time.en_US
dc.description.sectionheadersModeling and Rendering
dc.description.seriesinformationEurographics 2021 - Short Papers
dc.identifier.doi10.2312/egs.20211009
dc.identifier.isbn978-3-03868-133-5
dc.identifier.issn1017-4656
dc.identifier.pages1-4
dc.identifier.urihttps://doi.org/10.2312/egs.20211009
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20211009
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.subjectVisibility
dc.subjectMassively parallel algorithms
dc.titleRay Tracing Lossy Compressed Grid Primitivesen_US
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