Ray Tracing Lossy Compressed Grid Primitives

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Date
2021
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We propose a new watertight representation of geometry for ray tracing highly complex scenes in a memory efficient manner. Polygon meshes in the scene are first converted into compressed grid primitives, which are represented by a base bilinear patch with quantized displacement vectors. Ray-scene intersections are then computed by efficiently decompressing these grids onthe- fly and intersecting the implicit triangles. Our representation requires just 5:4??6:6 bytes per triangle for the combined geometry and acceleration structure, resulting in a 5-7x reduction in memory footprint compared to indexed triangle meshes. This is achieved with less than 15% increase in rendering time.
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@inproceedings{
10.2312:egs.20211009
, booktitle = {
Eurographics 2021 - Short Papers
}, editor = {
Theisel, Holger and Wimmer, Michael
}, title = {{
Ray Tracing Lossy Compressed Grid Primitives
}}, author = {
Benthin, Carsten
and
Vaidyanathan, Karthik
and
Woop, Sven
}, year = {
2021
}, publisher = {
The Eurographics Association
}, ISSN = {
1017-4656
}, ISBN = {
978-3-03868-133-5
}, DOI = {
10.2312/egs.20211009
} }
Citation