Towards Practical Meshlet Compression
dc.contributor.author | Kuth, Bastian | en_US |
dc.contributor.author | Oberberger, Max | en_US |
dc.contributor.author | Kawala, Felix | en_US |
dc.contributor.author | Reitter, Sander | en_US |
dc.contributor.author | Michel, Sebastian | en_US |
dc.contributor.author | Chajdas, Matthäus | en_US |
dc.contributor.author | Meyer, Quirin | en_US |
dc.contributor.editor | Linsen, Lars | en_US |
dc.contributor.editor | Thies, Justus | en_US |
dc.date.accessioned | 2024-09-09T05:26:58Z | |
dc.date.available | 2024-09-09T05:26:58Z | |
dc.date.issued | 2024 | |
dc.description.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. | en_US |
dc.description.sectionheaders | Geometry | |
dc.description.seriesinformation | Vision, Modeling, and Visualization | |
dc.identifier.doi | 10.2312/vmv.20241204 | |
dc.identifier.isbn | 978-3-03868-247-9 | |
dc.identifier.pages | 8 pages | |
dc.identifier.uri | https://doi.org/10.2312/vmv.20241204 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.2312/vmv20241204 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.title | Towards Practical Meshlet Compression | en_US |