Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2005
DOI: 10.1145/1071866.1071876
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Hardware-compatible vertex compression using quantization and simplification

Abstract: 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 th… Show more

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Cited by 16 publications
(9 citation statements)
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References 21 publications
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“…Purnomo et al [9] refine the idea of Calver and allocate different numbers of bits for the components of vertex attributes, such as positions, normals, and texture coordinates, to minimize the image-space error. At rendering time, compressed vertex data, which have been packed into fixed 96 bits, 978-1-4244-5176-0/10/$26.00 ©2010 IEEE are transmitted to a programmable vertex shader and restored on-the-fly.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Purnomo et al [9] refine the idea of Calver and allocate different numbers of bits for the components of vertex attributes, such as positions, normals, and texture coordinates, to minimize the image-space error. At rendering time, compressed vertex data, which have been packed into fixed 96 bits, 978-1-4244-5176-0/10/$26.00 ©2010 IEEE are transmitted to a programmable vertex shader and restored on-the-fly.…”
Section: Related Workmentioning
confidence: 99%
“…Compared to [9], in addition to the difference of using local quantization, our technique requires no programmable vertex shader because the decoding operation can be incorporated into the standard geometry transformation, which makes it applicable to a wide range of mobile graphics platforms.…”
Section: Related Workmentioning
confidence: 99%
“…Some global optimization techniques have been developed (e.g., [Purnomo et al 2005]) in order to provide the optimal quantization code for all the vertex attributes. Intrinsically global, such a method can hardly process streamed data.…”
Section: Previous Workmentioning
confidence: 99%
“…These operators can be emulated using the technique described in [Purnomo et al 2005] which shows how to use fractional and floor functions to simulate bit masks (more details in [Purnomo et al 2005]). In practice, this solution is too slow to be competitive with a CPU solution.…”
Section: Dequantizationmentioning
confidence: 99%
“…Hardware-compatible vertex data compression is typically achieved in this context by attribute quantization. Since global position quantization [Calver 2002;Purnomo et al 2005;Lee et al 2009] provides poor rate-distortion performance for large meshes, recent efforts have concentrated on local quantization techniques , which, however, lead to cracks for multiresolution meshes. In CATP, we improve over these local quantization approaches by expressing positions of mesh fragment vertices in the barycentric coordinate system relative to the containing tetrahedron.…”
Section: Introductionmentioning
confidence: 99%