Ray Tracing Lossy Compressed Grid Primitives

Ray tracing; Visibility; Massively parallel algorithms -->
DOI: 10.2312/egs.20211009
Přístupová URL adresa: https://explore.openaire.eu/search/publication?articleId=doi_________::065c81e384a5fe3de34daabc020bb3a3
Přírůstkové číslo: edsair.doi...........065c81e384a5fe3de34daabc020bb3a3
Autor: Benthin, Carsten, Vaidyanathan, Karthik, Woop, Sven
Rok vydání: 2021
Předmět:
DOI: 10.2312/egs.20211009
Popis: We propose a new watertight representation of geometry for ray tracing highly complex scenes in a memory efficient manner. Polygon meshes in the scene are first converted into compressed grid primitives, which are represented by a base bilinear patch with quantized displacement vectors. Ray-scene intersections are then computed by efficiently decompressing these grids onthe- fly and intersecting the implicit triangles. Our representation requires just 5:4??6:6 bytes per triangle for the combined geometry and acceleration structure, resulting in a 5-7x reduction in memory footprint compared to indexed triangle meshes. This is achieved with less than 15% increase in rendering time.
Eurographics 2021 - Short Papers
Modeling and Rendering
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Carsten Benthin, Karthik Vaidyanathan, and Sven Woop
CCS Concepts: Computing methodologies --> Ray tracing; Visibility; Massively parallel algorithms
Databáze: OpenAIRE