DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies

The widespread availability of hardware accelerated ray tracing solutions is driving a gradual sea-change in the real-time graphics space. The major graphics APIs now offer standardized support for accelerated ray tracing. In the same time frame, rasterization-based systems such as Nanite [Karis et al. 2021] have significantly raised geometric complexity in games. The state of the art in raster graphics now enables lossy compressed geometry representations that are decoded on the-fly during rendering. This trend conflicts with current ray tracing interfaces, which require opaque acceleration structures to be built from uncompressed input data. This paper seeks to close the gap by defining a block-compressed geometry format that is designed for arbitrary geometry topologies and can be directly consumed by future fixed-function hardware.

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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/10.1145/3675383
Citations
3
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
1.90
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article

DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies

David McAllister, Joshua Barczak, Carsten Benthin
3 citations
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Computer Graphics and Visualization Techniques
1.90
article

DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies

David McAllister, Joshua Barczak, Carsten Benthin
article en
3 citations

Abstract

The widespread availability of hardware accelerated ray tracing solutions is driving a gradual sea-change in the real-time graphics space. The major graphics APIs now offer standardized support for accelerated ray tracing. In the same time frame, rasterization-based systems such as Nanite [Karis et al. 2021] have significantly raised geometric complexity in games. The state of the art in raster graphics now enables lossy compressed geometry representations that are decoded on the-fly during rendering. This trend conflicts with current ray tracing interfaces, which require opaque acceleration structures to be built from uncompressed input data. This paper seeks to close the gap by defining a block-compressed geometry format that is designed for arbitrary geometry topologies and can be directly consumed by future fixed-function hardware.

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 7(3)
Advanced Micro Devices (United States) (US)
Life below water
Openalex Percentile: Top 9%
Computer Graphics and Visualization Techniques
1.90
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