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dc.contributor.authorFenney, Simonen_US
dc.contributor.authorOzkan, Alperen_US
dc.contributor.editorBikker, Jaccoen_US
dc.contributor.editorGribble, Christiaanen_US
dc.date.accessioned2023-06-25T09:06:49Z
dc.date.available2023-06-25T09:06:49Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-229-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20231133
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20231133
dc.description.abstractRecently, 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies -> Ray tracing; Visibility
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.subjectVisibility
dc.titleCompressed Opacity Maps for Ray Tracingen_US
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.description.sectionheadersPrimitives, Surfaces, and Appearance Modeling
dc.identifier.doi10.2312/hpg.20231133
dc.identifier.pages23-31
dc.identifier.pages9 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License