Succinct Opacity Micromaps
Recently, I presented a bit of my work at the High-Performance graphics
conference on compressing a relatively new kind of Vulkan® and DirectX® graphics
object: the Opacity Micromap. This object is intended to be used as a relatively
cheap memory hint to the hardware ray-tracing pipeline to attempt to cut down on
the number of times the expensive AnyHit
shader has to be called.
It may still be relatively big however; so in this work we introduce a way to interpret the micromap as a tree structure that in turn can be compressed in a very efficient way: Up to 110 times in some actual content.
You can find the presentation, the slides, and the paper itself among my publications.