dc.contributor.author | Kuth, Bastian | en_US |
dc.contributor.author | Meyer, Quirin | en_US |
dc.contributor.editor | Binder, Nikolaus and Ritschel, Tobias | en_US |
dc.date.accessioned | 2021-07-05T07:47:44Z | |
dc.date.available | 2021-07-05T07:47:44Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-156-4 | |
dc.identifier.issn | 2079-8687 | |
dc.identifier.uri | https://doi.org/10.2312/hpg.20211282 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/hpg20211282 | |
dc.description.abstract | Skeleton-based animations require per-vertex attributes called vertex-blend attributes. They consist of a weight tuple and a bone index tuple. With meshes becoming more complex, vertex-blend attributes call for compression. However, no technique exists that exploits their special properties. To this end, we propose a novel and optimal weight compression method called Optimal Simplex Sampling and a novel bone index compression. For our test models, we compress bone index tuples between 2.3:1 and 3.5:1 and weight tuples between 1.6:1 and 2.5:1 while being visually lossless. We show that our representations can speed rendering and reduces GPU memory requirements over uncompressed representations with a similar error. Further, our representations compress well with general-purpose codecs making them suitable for offline-storage and streaming. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computing methodologies | |
dc.subject | Rendering | |
dc.subject | Animation | |
dc.subject | Theory of computation | |
dc.subject | Data compression | |
dc.title | Vertex-Blend Attribute Compression | en_US |
dc.description.seriesinformation | High-Performance Graphics - Symposium Papers | |
dc.description.sectionheaders | Compression | |
dc.identifier.doi | 10.2312/hpg.20211282 | |
dc.identifier.pages | 43-52 | |