Towards Practical Meshlet Compression
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Date
2024
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We propose a codec specifically designed for meshlet compression, optimized for rapid data-parallel GPU decompression within a mesh shader. Our compression strategy orders triangles in optimal generalized triangle strips (GTSs), which we generate by formulating the creation as a mixed integer linear program (MILP). Our method achieves index buffer compression rates of 16:1 compared to the vertex pipeline and crack-free vertex attribute quantization based on user preference. The 15.5 million triangles of our teaser image decompress and render in 0.59 ms on an AMD Radeon RX 7900 XTX.
Description
@inproceedings{10.2312:vmv.20241204,
booktitle = {Vision, Modeling, and Visualization},
editor = {Linsen, Lars and Thies, Justus},
title = {{Towards Practical Meshlet Compression}},
author = {Kuth, Bastian and Oberberger, Max and Kawala, Felix and Reitter, Sander and Michel, Sebastian and Chajdas, Matthäus and Meyer, Quirin},
year = {2024},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-247-9},
DOI = {10.2312/vmv.20241204}
}