Benthin, CarstenVaidyanathan, KarthikWoop, SvenTheisel, Holger and Wimmer, Michael2021-04-092021-04-092021978-3-03868-133-51017-4656https://doi.org/10.2312/egs.20211009https://diglib.eg.org:443/handle/10.2312/egs20211009We 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.Computing methodologiesRay tracingVisibilityMassively parallel algorithmsRay Tracing Lossy Compressed Grid Primitives10.2312/egs.202110091-4