Compressed Opacity Maps for Ray Tracing
Abstract
Recently, schemes have been proposed for accelerating 'alpha-tested' triangles in ray-tracing through the use of precomputed, three-level Opacity Masks/Maps that can significantly reduce the need for expensive of 'Any-Hit shader' invocations. We propose and compare two related schemes, VQ2 and VQ4, of compressing such maps that provide both random access and low-cost decompression. Each compressed opacity map, however, relates to a pair of adjacent triangles, taking advantage of correlation across the shared edge and matching likely underlying hardware primitive models.
BibTeX
@inproceedings {10.2312:hpg.20231133,
booktitle = {High-Performance Graphics - Symposium Papers},
editor = {Bikker, Jacco and Gribble, Christiaan},
title = {{Compressed Opacity Maps for Ray Tracing}},
author = {Fenney, Simon and Ozkan, Alper},
year = {2023},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-03868-229-5},
DOI = {10.2312/hpg.20231133}
}
booktitle = {High-Performance Graphics - Symposium Papers},
editor = {Bikker, Jacco and Gribble, Christiaan},
title = {{Compressed Opacity Maps for Ray Tracing}},
author = {Fenney, Simon and Ozkan, Alper},
year = {2023},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-03868-229-5},
DOI = {10.2312/hpg.20231133}
}