We present a novel and expedite way to compress triangles meshes, fans and strips for ray-tracing on a GPU. Our approach improves on the state of the art by allowing the lossless compression of all connectivity information without changing the mesh configuration, while using linear time and space with the number of primitives. Furthermore, the algorithm can be run on a stream processor and any compressed primitive can be indexed in constant time, thus allowing fast random-access to geometry data to support ray-tracing on a GPU. Furthermore, both triangle and quad meshes compress particularly well, as do many type-specialized mesh structures where all primitives have an equal number of vertexes. Our results show that the compression algorith...
We present a software architecture for distributing and rendering gigantic 3D triangle meshes on com...
An ideal triangle mesh compression technology would simultaneously support the following three objec...
In this thesis we investigate the use of uniform grids as acceleration structures for ray tracing on...
Ray tracing on GPUs is an area of ongoing research. GPUs are well suited for this parallel rendering...
In this paper we introduce a new compressed representation for the connectivity of a triangle mesh. ...
In this article we propose a method of mesh compression and streaming, that can be used for real-tim...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
The maximum compression, efficient transmission and fast rendering of geometric models is a complex ...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
In this paper, we propose an efficient compression algorithm for 3D triangular meshes, consisting of...
In this chapter, we discuss 3D compression techniques for reducing the delays in transmitting triang...
The development of methods for storing, manipulating, and rendering large volumes of data efficientl...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a software architecture for distributing and rendering gigantic 3D triangle meshes on com...
An ideal triangle mesh compression technology would simultaneously support the following three objec...
In this thesis we investigate the use of uniform grids as acceleration structures for ray tracing on...
Ray tracing on GPUs is an area of ongoing research. GPUs are well suited for this parallel rendering...
In this paper we introduce a new compressed representation for the connectivity of a triangle mesh. ...
In this article we propose a method of mesh compression and streaming, that can be used for real-tim...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
The maximum compression, efficient transmission and fast rendering of geometric models is a complex ...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
In this paper, we propose an efficient compression algorithm for 3D triangular meshes, consisting of...
In this chapter, we discuss 3D compression techniques for reducing the delays in transmitting triang...
The development of methods for storing, manipulating, and rendering large volumes of data efficientl...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a software architecture for distributing and rendering gigantic 3D triangle meshes on com...
An ideal triangle mesh compression technology would simultaneously support the following three objec...
In this thesis we investigate the use of uniform grids as acceleration structures for ray tracing on...