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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 4

Фото профиля AMD GPUOpen
AMD GPUOpen2 лет назад

🧵(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:

Фото профиля AMD GPUOpen
AMD GPUOpen2 лет назад

🧵(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 🎇

Фото профиля AMD GPUOpen
AMD GPUOpen2 лет назад

🧵(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:

Фото профиля Brian Karis
Brian Karis2 лет назад

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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