End‐to‐End Compressed Meshlet Rendering

In this paper, we study rendering of end‐to‐end compressed triangle meshes using modern GPU techniques, in particular, mesh shaders. Our approach allows us to keep unstructured triangle meshes in GPU memory in compressed form and decompress them in shader code just in time for rasterization. Typical...

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Vydané v:Computer graphics forum Ročník 43; číslo 1
Hlavní autori: Mlakar, D., Steinberger, M., Schmalstieg, D.
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: Oxford Blackwell Publishing Ltd 01.02.2024
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ISSN:0167-7055, 1467-8659
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Shrnutí:In this paper, we study rendering of end‐to‐end compressed triangle meshes using modern GPU techniques, in particular, mesh shaders. Our approach allows us to keep unstructured triangle meshes in GPU memory in compressed form and decompress them in shader code just in time for rasterization. Typical previous approaches use a compressed mesh format only for persistent storage and streaming, but must decompress it into GPU memory before submitting it to rendering. In contrast, our approach uses an identical compressed format in both storage and GPU memory. Hence, our compression method effectively reduces the in‐memory requirements of huge triangular meshes and avoids any waiting times on streaming geometry induced by the need for a decompression stage on the CPU. End‐to‐end compression also means that scenes with more geometric detail than previously possible can be made fully resident in GPU memory. Our approach is based on a novel decomposition of meshes into meshlets, i.e. disjoint primitive groups that are compressed individually. Decompression using a mesh shader allows de facto random access on the primitive level, which is important for applications such as selective streaming and fine‐grained visibility computation. We compare our approach to multiple commonly used compressed meshlet formats in terms of required memory and rendering times. The results imply that our approach reduces the required CPU–GPU memory bandwidth, a frequent bottleneck in out‐of‐core rendering. Our approach allows us to keep unstructured triangle meshes in GPU memory in compressed form and decompress them in the mesh shader just in time for rasterization.
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content type line 14
ISSN:0167-7055
1467-8659
DOI:10.1111/cgf.15002