We present a vertex compression technique suitable for efficient decompression on graphics hardware. Given a user-specified number of bits per vertex, we automatically allocate bits to vertex attributes for quantization to maximize quality, guided by an image-space error metric. This allocation accounts for the constraints of graphics hardware by packing the quantized attributes into bins associated with the hardware's vectorized vertex data elements. We show that this general approach is also applicable if the user specifies a total desired model size
To use 3D models on the Internet or in other bandwidth-limited applications, it is often necessary t...
The high storage requirements associated with point rendering applications make the utilization of d...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
Voxel-based approaches are today’s standard to encode volume data. Recently, directed acyclic graphs...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
[[abstract]]Rendering geometrically detailed 3D polygonal models is both bandwidth and computational...
Modern GIS(Geographic Information System) applica-tion programs and simulation systems have to handl...
Despite rapid development, modern graphics hardware is still much too slow to render photo-realistic...
Representing geometry data as voxels allows for a massive amount of detail that can be rendered in r...
A major bottleneck, for performance as well as power consumption, for graphics hardware in mobile de...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
Query co-processing on graphics processors (GPUs) has become an effective means to improve the perfo...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
vertex: points in the same BSP cell have the same color. This work introduces a new compression sche...
To use 3D models on the Internet or in other bandwidth-limited applications, it is often necessary t...
The high storage requirements associated with point rendering applications make the utilization of d...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
[[abstract]]The performance of VLSI graphics processors is rising rapidly with the incorporation of ...
Voxel-based approaches are today’s standard to encode volume data. Recently, directed acyclic graphs...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
[[abstract]]Rendering geometrically detailed 3D polygonal models is both bandwidth and computational...
Modern GIS(Geographic Information System) applica-tion programs and simulation systems have to handl...
Despite rapid development, modern graphics hardware is still much too slow to render photo-realistic...
Representing geometry data as voxels allows for a massive amount of detail that can be rendered in r...
A major bottleneck, for performance as well as power consumption, for graphics hardware in mobile de...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
Query co-processing on graphics processors (GPUs) has become an effective means to improve the perfo...
Compression techniques for triangle-mesh representations of 3D models have been the focus of many re...
vertex: points in the same BSP cell have the same color. This work introduces a new compression sche...
To use 3D models on the Internet or in other bandwidth-limited applications, it is often necessary t...
The high storage requirements associated with point rendering applications make the utilization of d...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...