Towards Practical Meshlet Compression

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
} }
Citation
Collections