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Attributed Vertex Clouds
Journal
GPU Zen
Date Issued
2017
Author(s)
Scheibel, Willy
Buschmann, Stefan
Trapp, Matthias
Döllner, Jürgen
Editor(s)
Engel, Wolfgang
Oat, Christopher
Abstract
In todays computer graphics applications, large 3D scenes are rendered
which consist of polygonal geometries such as triangle meshes. Using state-
of-the-art techniques, this geometry is often represented on the GPU using
vertex and index buffers, as well as additional auxiliary data such as tex-
tures or uniform buffers. For polygonal meshes of
arbitrary complexity, the described approach is indispensable. However,
there are several types of simpler geometries (e.g., cuboids, spheres, tubes,
or splats) that can be generated procedurally. We present an efficient data representation and render-
ing concept for such geometries, denoted as attributed vertex clouds (AVCs).
Using this approach, geometry is generated on the GPU during execution
of the programmable rendering pipeline. Each
vertex is used as the argument for a function that procedurally generates
the target geometry. This function is called a transfer function, and it is
implemented using shader programs and therefore executed as part of the
rendering process.
This approach allows for compact geometry representation and results
in reduced memory footprints in comparison to traditional representations.
By shifting geometry generation to the GPU, the resulting
volatile geometry can be controlled flexibly, i.e., its position, parameteri-
zation, and even the type of geometry can be modified without requiring
suggests improved rendering times and reduced memory transmission through the rendering pipeline.
which consist of polygonal geometries such as triangle meshes. Using state-
of-the-art techniques, this geometry is often represented on the GPU using
vertex and index buffers, as well as additional auxiliary data such as tex-
tures or uniform buffers. For polygonal meshes of
arbitrary complexity, the described approach is indispensable. However,
there are several types of simpler geometries (e.g., cuboids, spheres, tubes,
or splats) that can be generated procedurally. We present an efficient data representation and render-
ing concept for such geometries, denoted as attributed vertex clouds (AVCs).
Using this approach, geometry is generated on the GPU during execution
of the programmable rendering pipeline. Each
vertex is used as the argument for a function that procedurally generates
the target geometry. This function is called a transfer function, and it is
implemented using shader programs and therefore executed as part of the
rendering process.
This approach allows for compact geometry representation and results
in reduced memory footprints in comparison to traditional representations.
By shifting geometry generation to the GPU, the resulting
volatile geometry can be controlled flexibly, i.e., its position, parameteri-
zation, and even the type of geometry can be modified without requiring
suggests improved rendering times and reduced memory transmission through the rendering pipeline.
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