Permutation Coding for Vertex-Blend Attribute Compression

IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Christoph Peters, Bastian Kuth, Quirin Meyer
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引用次数: 0

Abstract

Compression of vertex attributes is crucial to keep bandwidth requirements in real-time rendering low. We present a method that encodes any given number of blend attributes for skinning at a fixed bit rate while keeping the worst-case error small. Our method exploits that the blend weights are sorted. With this knowledge, no information is lost when the weights get shuffled. Our permutation coding thus encodes additional data, e.g. about bone indices, into the order of the weights. We also transform the weights linearly to ensure full coverage of the representable domain. Through a thorough error analysis, we arrive at a nearly optimal quantization scheme. Our method is fast enough to decode blend attributes in a vertex shader and also to encode them at runtime, e.g. in a compute shader. Our open source implementation supports up to 13 weights in up to 64 bits.
顶点混合属性压缩的置换编码
在实时渲染中,压缩顶点属性对于保持较低的带宽需求至关重要。我们提出了一种以固定比特率编码任意给定数量的混合属性用于蒙皮的方法,同时保持最坏情况下的小错误。我们的方法利用了混合权值排序。有了这些知识,当权重被洗牌时就不会有信息丢失。因此,我们的排列编码将额外的数据,例如关于骨指数,编码成权重的顺序。我们还对权重进行了线性变换,以确保完全覆盖可表示域。通过彻底的误差分析,我们得到了一个近乎最优的量化方案。我们的方法足够快,可以在顶点着色器中解码混合属性,也可以在运行时编码它们,例如在计算着色器中。我们的开源实现支持最多64位的13个权重。
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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CiteScore
2.90
自引率
0.00%
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0
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