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Browsing by Author "Meyer, Quirin"

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    Edge-Friend: Fast and Deterministic Catmull-Clark Subdivision Surfaces
    (The Eurographics Association and John Wiley & Sons Ltd., 2023) Kuth, Bastian; Oberberger, Max; Chajdas, Matthäus; Meyer, Quirin; Bikker, Jacco; Gribble, Christiaan
    We present edge-friend, a data structure for quad meshes with access to neighborhood information required for Catmull-Clark subdivision surface refinement. Edge-friend enables efficient real-time subdivision surface rendering. In particular, the resulting algorithm is deterministic, does not require hardware support for atomic floating-point arithmetic, and is optimized for efficient rendering on GPUs. Edge-friend exploits that after one subdivision step, two edges can be uniquely and implicitly assigned to each quad. Additionally, edge-friend is a compact data structure, adding little overhead. Our algorithm is simple to implement in a single compute shader kernel, and requires minimal synchronization which makes it particularly suited for asynchronous execution. We easily extend our kernel to support relevant Catmull-Clark subdivision surface features, including semi-smooth creases, boundaries, animation and attribute interpolation. In case of topology changes, our data structure requires little preprocessing, making it amendable for a variety of applications, including real-time editing and animations. Our method can process and render billions of triangles per second on modern GPUs. For a sample mesh, our algorithm generates and renders 2.9 million triangles in 0.58ms on an AMD Radeon RX 7900 XTX GPU.
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    Vertex-Blend Attribute Compression
    (The Eurographics Association, 2021) Kuth, Bastian; Meyer, Quirin; Binder, Nikolaus and Ritschel, Tobias
    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.

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