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Fast compression of meshes for GPU ray-tracing
21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG 2013 - Full Papers Proceedings
2013 — ISBN 978-80-86943-74-9
—Informações chave
Autores:
Publicado em
20/09/2013
Resumo
We present a novel and expedite way to compress triangles meshes, fans and strips for ray-tracing on a GPU. Our approach improves on the state of the art by allowing the lossless compression of all connectivity information without changing the mesh configuration, while using linear time and space with the number of primitives. Furthermore, the algorithm can be run on a stream processor and any compressed primitive can be indexed in constant time, thus allowing fast random-access to geometry data to support ray-tracing on a GPU. Furthermore, both triangle and quad meshes compress particularly well, as do many type-specialized mesh structures where all primitives have an equal number of vertexes. Our results show that the compression algorithm allows storing and ray-tracing meshes with tens of millions of triangles on commodity GPUs with only 1GB of memory.
Detalhes da publicação
Autores da comunidade :
Vasco Alexandre da Silva Costa
ist62669
Joaquim Armando Pires Jorge
ist13909
João António Madeiras Pereira
ist12291
Versão da publicação
AO - Versão original do autor
Editora
ISBN 978-80-86943-74-9
Título do contentor da publicação
21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG 2013 - Full Papers Proceedings
Primeira página ou número de artigo
10
Última página
18
Fascículo
Full Papers Proceedings
ISBN
978-80-86943-74-9
Domínio Científico (FOS)
electrical-engineering-electronic-engineering-information-engineering - Engenharia Eletrotécnica, Eletrónica e Informática
Idioma da publicação (código ISO)
eng - Inglês
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