Kuth, BastianOberberger, MaxKawala, FelixReitter, SanderMichel, SebastianChajdas, MatthäusMeyer, QuirinLinsen, LarsThies, Justus2024-09-092024-09-092024978-3-03868-247-9https://doi.org/10.2312/vmv.20241204https://diglib.eg.org/handle/10.2312/vmv20241204We 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.Attribution 4.0 International LicenseTowards Practical Meshlet Compression10.2312/vmv.202412048 pages