10.07.2015 Views

Hardware-Compatible Vertex Compression Using Quantization and ...

Hardware-Compatible Vertex Compression Using Quantization and ...

Hardware-Compatible Vertex Compression Using Quantization and ...

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<strong>Quantization</strong> (cont.)<strong>Quantization</strong> (cont.)Original (896 KB)(xyz, normal, texcoord) =(32 32 32 32 32 32 32 32)Error = 0.0Our result at 64 bpv (224 KB)(xyz, normal, texcoord) =(11 11 12 5 5 5 7 8)Error = 0.018Our result at 64 bpv (224 KB)(xyz, normal, texcoord) = 11 11 12 5 5 5 7 8Error = 0.018DirectX at 96 bpv (336 KB)(xyz, normal, texcoord) = 10 10 10 10 10 10 16 16Error = 0.021<strong>Quantization</strong> (cont.)Bit Allocation AlgorithmOur result at 64 bpv (224 KB)(xyz, normal, texcoord) = 11 11 12 5 5 5 7 8Error = 0.018OpenGL at 96 bpv (336 KB)(xyz, normal, texcoord) = 8 8 8 8 8 8 16 16Error = 0.040Input: BPV• Initialize bit allocation• Iterate until error no longer decreasesIncreaseFor each attribute component, increase one bit <strong>and</strong>measure current errorPick the one with the lowest error.DecreaseFor each attribute component, decrease one bit <strong>and</strong>measure current errorPick the one with the lowest error.PackingCombining <strong>Quantization</strong> <strong>and</strong>SimplificationRocketCar 64 bpv• (xyz, normals, texcoord) = 11 11 12 5 5 5 7 8• Stored into a vectorized data element of 4unsigned shorts.[0][1][2][3]Input: Target model sizeGoal:“Compute quantization <strong>and</strong> simplification thatmaximize the rendering quality for thespecified size”xyznxnynzuv

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