Succinct Opacity Micromaps

Alpha masked geometry such as foliage has long been one of the trickier things to render efficiently, both for rasterization based approaches and for hardware accelerated ray-tracing. Recently, a new type of primitive was introduced to the Vulkan® and DirectX® ray-tracing APIs that promises to alleviate this issue: Opacity Micromaps, a structure that uses a bit of extra memory as hints to the pipeline when it should actually call the AnyHit-shader. In this paper, we extend this primitive with a novel compression method that uses the concept of succinct 4-way trees to reduce the memory footprint by up to 110 times, including an algorithm for looking up micromap values directly from this compressed form. Further, we perform a comprehensive analysis of the generated micromaps to demonstrate their performance in terms of both memory footprint and frame render time compared to a number of similar structures. Finally, we highlight some aspects of the extension that developers and artists should be aware of to make the most out of it.

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Publication Details

Journal
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Published
2024-08-09
DOI
https://doi.org/10.1145/3675385
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
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article

Succinct Opacity Micromaps

Gustaf Waldemarson, Michael Doggett
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Computer Graphics and Visualization Techniques
article

Succinct Opacity Micromaps

Gustaf Waldemarson, Michael Doggett
article en

Abstract

Alpha masked geometry such as foliage has long been one of the trickier things to render efficiently, both for rasterization based approaches and for hardware accelerated ray-tracing. Recently, a new type of primitive was introduced to the Vulkan® and DirectX® ray-tracing APIs that promises to alleviate this issue: Opacity Micromaps, a structure that uses a bit of extra memory as hints to the pipeline when it should actually call the AnyHit-shader. In this paper, we extend this primitive with a novel compression method that uses the concept of succinct 4-way trees to reduce the memory footprint by up to 110 times, including an algorithm for looking up micromap values directly from this compressed form. Further, we perform a comprehensive analysis of the generated micromaps to demonstrate their performance in terms of both memory footprint and frame render time compared to a number of similar structures. Finally, we highlight some aspects of the extension that developers and artists should be aware of to make the most out of it.

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 7(3)
Lund University (SE)
Openalex Percentile: Top 75%
Computer Graphics and Visualization Techniques
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Succinct Opacity Micromaps — Gustaf Waldemarson, Michael Doggett · Proceedings of the ACM on Computer Graphics and Interactive Techniques (2024) | TGRS Research Map | TGRS