Towards Practical Meshlet Compression

dc.contributor.authorKuth, Bastianen_US
dc.contributor.authorOberberger, Maxen_US
dc.contributor.authorKawala, Felixen_US
dc.contributor.authorReitter, Sanderen_US
dc.contributor.authorMichel, Sebastianen_US
dc.contributor.authorChajdas, Matthäusen_US
dc.contributor.authorMeyer, Quirinen_US
dc.contributor.editorLinsen, Larsen_US
dc.contributor.editorThies, Justusen_US
dc.date.accessioned2024-09-09T05:26:58Z
dc.date.available2024-09-09T05:26:58Z
dc.date.issued2024
dc.description.abstractWe 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.en_US
dc.description.sectionheadersGeometry
dc.description.seriesinformationVision, Modeling, and Visualization
dc.identifier.doi10.2312/vmv.20241204
dc.identifier.isbn978-3-03868-247-9
dc.identifier.pages8 pages
dc.identifier.urihttps://doi.org/10.2312/vmv.20241204
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/vmv20241204
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.titleTowards Practical Meshlet Compressionen_US
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