dc.contributor.author | Benthin, Carsten | en_US |
dc.contributor.author | Vaidyanathan, Karthik | en_US |
dc.contributor.author | Woop, Sven | en_US |
dc.contributor.editor | Theisel, Holger and Wimmer, Michael | en_US |
dc.date.accessioned | 2021-04-09T18:20:16Z | |
dc.date.available | 2021-04-09T18:20:16Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-133-5 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | https://doi.org/10.2312/egs.20211009 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egs20211009 | |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computing methodologies | |
dc.subject | Ray tracing | |
dc.subject | Visibility | |
dc.subject | Massively parallel algorithms | |
dc.title | Ray Tracing Lossy Compressed Grid Primitives | en_US |
dc.description.seriesinformation | Eurographics 2021 - Short Papers | |
dc.description.sectionheaders | Modeling and Rendering | |
dc.identifier.doi | 10.2312/egs.20211009 | |
dc.identifier.pages | 1-4 | |