{"title":"Ray Tracing Lossy Compressed Grid Primitives","authors":"Carsten Benthin, K. Vaidyanathan, Sven Woop","doi":"10.2312/EGS.20211009","DOIUrl":null,"url":null,"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 5−7× reduction in memory footprint compared to indexed triangle meshes. This is achieved with less than 15% increase in rendering time. CCS Concepts • Computing methodologies → Ray tracing; Visibility; Massively parallel algorithms;","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"1 1","pages":"1-4"},"PeriodicalIF":0.0000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGS.20211009","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
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 5−7× reduction in memory footprint compared to indexed triangle meshes. This is achieved with less than 15% increase in rendering time. CCS Concepts • Computing methodologies → Ray tracing; Visibility; Massively parallel algorithms;