dc.contributor.author | Fenney, Simon | en_US |
dc.contributor.author | Ozkan, Alper | en_US |
dc.contributor.editor | Bikker, Jacco | en_US |
dc.contributor.editor | Gribble, Christiaan | en_US |
dc.date.accessioned | 2023-06-25T09:06:49Z | |
dc.date.available | 2023-06-25T09:06:49Z | |
dc.date.issued | 2023 | |
dc.identifier.isbn | 978-3-03868-229-5 | |
dc.identifier.issn | 2079-8687 | |
dc.identifier.uri | https://doi.org/10.2312/hpg.20231133 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/hpg20231133 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Computing methodologies -> Ray tracing; Visibility | |
dc.subject | Computing methodologies | |
dc.subject | Ray tracing | |
dc.subject | Visibility | |
dc.title | Compressed Opacity Maps for Ray Tracing | en_US |
dc.description.seriesinformation | High-Performance Graphics - Symposium Papers | |
dc.description.sectionheaders | Primitives, Surfaces, and Appearance Modeling | |
dc.identifier.doi | 10.2312/hpg.20231133 | |
dc.identifier.pages | 23-31 | |
dc.identifier.pages | 9 pages | |