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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Bibliographic Details
Published in:Computer graphics forum Vol. 43; no. 1
Main Authors: Mlakar, D., Steinberger, M., Schmalstieg, D.
Format: Journal Article
Language:English
Published: Oxford Blackwell Publishing Ltd 01.02.2024
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ISSN:0167-7055, 1467-8659
Online Access:Get full text
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