Packing Vertex Data into Hardware-Decompressible Textures

IEEE Transactions on Visualization and Computer Graphics, pp. 1705-1716, 2018.

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Abstract:

Most graphics hardware features memory to store textures and vertex data for rendering. However, because of the irreversible trend of increasing complexity of scenes, rendering a scene can easily reach the limit of memory resources. Thus, vertex data are preferably compressed, with a requirement that they can be decompressed during render...More

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