succinct-opacity-micromaps.bib (Source)

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