Packing Vertex Data into Hardware-Decompressible Textures
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AbstractMost graphics hardware features memory to store textures and vertex data for rendering. However, because of the irreversible trend of increasing complexity of scenes, rendering a scene can easily reach the limit of memory resources. Thus, vertex data are preferably compressed, with a requirement that they can be decompressed during rendering. In this paper, we present a novel method to exploit existing hardware texture compression circuits to facilitate the decompression of vertex data in graphics processing unit (GPUs). This built-in hardware allows real-time, random-order decoding of data. However, vertex data must be packed into textures, and careless packing arrangements can easily disrupt data coherence. Hence, we propose an optimization approach for the best vertex data permutation that minimizes compression error. All of these result in fast and high-quality vertex data decompression for real-time rendering. To further improve the visual quality, we introduce vertex clustering to reduce the dynamic range of data during quantization. Our experiments demonstrate the effectiveness of our method for various vertex data of 3D models during rendering with the advantages of a minimized memory footprint and high frame rate.
All Author(s) ListKin Chung Kwan, Xuemiao Xu, Liang Wan, Tien-Tsin Wong, Wai-Man Pang
Journal nameIEEE Transactions on Visualization and Computer Graphics
Year2018
Month5
Day1
Volume Number24
Issue Number5
PublisherIEEE
Pages1705 - 1716
ISSN1077-2626
eISSN1941-0506
LanguagesEnglish-United States
KeywordsComputer graphics, Compression, Multimedia

Last updated on 2022-15-01 at 01:02