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🧵(3/4) 📜 Paper 3 - DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies. DGF will do for geometry what block compression did for textures, enabling #raytracing of massive micropolygon geometry 🗜️

14,201 views • 2 years ago •via X (Twitter)

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AMD GPUOpen's profile picture
AMD GPUOpen2 years ago

🧵(1/4) We'll be at @HPG_Conf, Denver, July 27! We're very excited to share the four papers we'll be presenting in this thread 🔥 📜 Paper 1 - HIPRT: Our #raytracing framework in HIP Take a look (28MB): Learn more about #HIP RT:

AMD GPUOpen's profile picture
AMD GPUOpen2 years ago

🧵(2/4) @HPG_Conf 📜 Paper 2 - H-PLOC: Super-fast, high-quality BVH construction. Allows for constructing a BVH over millions of triangles in just a few ms. Very useful for efficiently #raytracing a large amount of fully dynamic geometry per frame 🎇

AMD GPUOpen's profile picture
AMD GPUOpen2 years ago

🧵(4/4) @HPG_Conf 📜 Paper 4 - Real-Time Procedural Generation with GPU Work Graphs This paper shows some of the procedural effects from our #GDC2024 #WorkGraphs demo! 🏰 (32MB) Demo:

Brian Karis's profile picture
Brian Karis2 years ago

Very happy to see this published! DGF is very similar to Nanite's encoding minus attributes. Switching Nanite to this format would be some work but is definitely possible. Doing so wouldn't be much of a win for rasterization but the really exciting part here is ray tracing it.

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