Ray Tracing Lossy Compressed Grid Primitives
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Date
2021Author
Benthin, Carsten
Vaidyanathan, Karthik
Woop, Sven
Metadata
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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.
BibTeX
@inproceedings {10.2312:egs.20211009,
booktitle = {Eurographics 2021 - Short Papers},
editor = {Theisel, Holger and Wimmer, Michael},
title = {{Ray Tracing Lossy Compressed Grid Primitives}},
author = {Benthin, Carsten and Vaidyanathan, Karthik and Woop, Sven},
year = {2021},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-133-5},
DOI = {10.2312/egs.20211009}
}
booktitle = {Eurographics 2021 - Short Papers},
editor = {Theisel, Holger and Wimmer, Michael},
title = {{Ray Tracing Lossy Compressed Grid Primitives}},
author = {Benthin, Carsten and Vaidyanathan, Karthik and Woop, Sven},
year = {2021},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-133-5},
DOI = {10.2312/egs.20211009}
}