Vertex-blend attribute compression

Bastian Kuth, Quirin Meyer
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引用次数: 1

Abstract

Skeleton-based animations require per-vertex attributes called vertex-blend attributes. They consist of a weight tuple and a bone index tuple. With meshes becoming more complex, vertex-blend attributes call for compression. However, no technique exists that exploits their special properties. To this end, we propose a novel and optimal weight compression method called Optimal Simplex Sampling and a novel bone index compression. For our test models, we compress bone index tuples between 2.3:1 and 3.5:1 and weight tuples between 1.6:1 and 2.5:1 while being visually lossless. We show that our representations can speed rendering and reduces GPU memory requirements over uncompressed representations with a similar error. Further, our representations compress well with general-purpose codecs making them suitable for offline-storage and streaming.
顶点混合属性压缩
基于骨架的动画需要每个顶点的属性,称为顶点混合属性。它们由权重元组和骨索引元组组成。随着网格变得越来越复杂,顶点混合属性需要压缩。然而,目前还没有一种技术可以利用它们的特殊性质。为此,我们提出了一种新的最优权重压缩方法,称为最优单纯形采样和一种新的骨指数压缩方法。对于我们的测试模型,我们将骨骼索引元组压缩在2.3:1和3.5:1之间,将权重元组压缩在1.6:1和2.5:1之间,同时保持视觉无损。我们表明,我们的表示可以加快渲染速度,并减少GPU内存需求,而非压缩表示具有类似的错误。此外,我们的表示用通用编解码器很好地压缩,使它们适合离线存储和流。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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