Towards Practical Meshlet Compression
<|reference_start|>Towards Practical Meshlet Compression: We propose a codec specifically designed for meshlet compression, optimized for rapid data-parallel GPU decompression within a mesh shader. Our compression strategy orders triangles in optimal generalized triangle strips (GTSs), which we generate by formulating the creation as a mixed integer linear program (MILP). Our method achieves index buffer compression rates of 16:1 compared to the vertex pipeline and crack-free vertex attribute quantization based on user preference. The 15.5 million triangles of our teaser image decompress and render in 0.59 ms on an AMD Radeon RX 7900 XTX.<|reference_end|>
@article{kuth2024towards,
    title={Towards Practical Meshlet Compression},
    author={Bastian Kuth, Max Oberberger, Felix Kawala, Sander Reitter, Sebastian
  Michel, Matth"aus Chajdas, Quirin Meyer},
    journal={arXiv preprint arXiv:2404.06359},
    year={2024},
    archivePrefix={arXiv},
    eprint={2404.06359},
    primaryClass={cs.GR}
}