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@article{10.1145/3675385,
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author = {Waldemarson, Gustaf and Doggett, Michael},
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title = {Succinct Opacity Micromaps},
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year = {2024},
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issue_date = {August 2024},
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publisher = {Association for Computing Machinery},
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address = {New York, NY, USA},
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volume = {7},
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number = {3},
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url = {https://doi.org/10.1145/3675385},
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doi = {10.1145/3675385},
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abstract = {Alpha masked geometry such as foliage has long been one of the
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trickier things to render efficiently, both for rasterization
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based approaches and for hardware accelerated
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ray-tracing. Recently, a new type of primitive was introduced
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to the Vulkan® and DirectX® ray-tracing APIs that promises to
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alleviate this issue: Opacity Micromaps, a structure that uses
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a bit of extra memory as hints to the pipeline when it should
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actually call the AnyHit-shader. In this paper, we extend this
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primitive with a novel compression method that uses the
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concept of succinct 4-way trees to reduce the memory footprint
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by up to 110 times, including an algorithm for looking up
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micromap values directly from this compressed form. Further,
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we perform a comprehensive analysis of the generated micromaps
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to demonstrate their performance in terms of both memory
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footprint and frame render time compared to a number of
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similar structures. Finally, we highlight some aspects of the
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extension that developers and artists should be aware of to
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make the most out of it.},
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journal = {Proc. ACM Comput. Graph. Interact. Tech.},
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month = {aug},
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articleno = {45},
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numpages = {18},
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keywords = {Compression, Opacity Micromaps, Ray Tracing}
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}
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