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Towards Practical Meshlet Compression
arXiv - CS - Graphics Pub Date : 2024-04-09 , DOI: arxiv-2404.06359
Bastian Kuth, Max Oberberger, Felix Kawala, Sander Reitter, Sebastian Michel, Matthäus Chajdas, Quirin Meyer

We propose a codec specifically designed for meshlet compression, optimized for rapid data-parallel GPU decompression within a mesh shader. Our compression strategy orders triangles in optimal generalized triangle strips (GTSs), which we generate by formulating the creation as a mixed integer linear program (MILP). Our method achieves index buffer compression rates of 16:1 compared to the vertex pipeline and crack-free vertex attribute quantization based on user preference. The 15.5 million triangles of our teaser image decompress and render in 0.59 ms on an AMD Radeon RX 7900 XTX.

中文翻译:

走向实用的网格压缩

我们提出了一种专为网格压缩而设计的编解码器,针对网格着色器内的快速数据并行 GPU 解压缩进行了优化。我们的压缩策略在最佳广义三角形带 (GTS) 中对三角形进行排序,这是通过将创建公式化为混合整数线性程序 (MILP) 来生成的。与顶点管道和基于用户偏好的无裂纹顶点属性量化相比,我们的方法实现了 16:1 的索引缓冲区压缩率。我们的预告片图像的 1550 万个三角形在 AMD Radeon RX 7900 XTX 上解压缩并渲染只需 0.59 毫秒。
更新日期:2024-04-10
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