Micro-Mesh Construction

project page


About

  • Micro-meshes (𝜇-meshes) are a new structured graphics primitive supporting a large increase in geometric fidelity without commensurate memory and run-time processing costs.
  • A 𝜇-meshes consists of a base mesh enriched by a specially formatted, compressed, and UV-free displacement map.
  • A new generation of GPUs support this structure with native hardware.
  • 𝜇-meshes are compact, costing around a total of just 1 byte per triangle in VRAM!
  • 𝜇-meshes automatically support dynamic LODs, and are optimized for both rasterization and (especially so) ray-tracing based rendering (by leveraging a implicit bounding volume schema).
  • In this project, we present an automatic method to construct a 𝜇-mesh from a standard multi-million triangle mesh, thus unlocking the advantages of 𝜇-meshes for a large number of scenarios.

Articles

Andrea Maggiordomo, Henry Moreton, Marco Tarini:

Micro-Mesh Construction

ACM Transactions on Graphics (SIGGRAPH 2023)

The paper, about to be presented at SIGGRAPH2023, describing our technique to construct a 𝜇-meshes from very high resolution meshes.
Preprint:
[Full] (120Mb)
[Low Res] (2.5Mb)
To cite:
[bibtex]

Andrea Maggiordomo, Henry Moreton, Yury Uralsky, Marco Tarini:

The inverse barycentric displacement problem

The Visual Computer (Springer)

About a subproblem useful in the context of constructing 𝜇-meshes (or any displacement-map based representation).
Preprint:
[Full] (1.2Mb)
To cite:
[bibtex]

Previewer for 𝜇-meshes

A stand-alone inspection tool that can be used visualize our results on any GPU.
(mouse over image to see its main functionality).
Executable:
[win]
Source:
[github]

Examples of results

Some 100+ examples of 𝜇-meshes produced by this approach, and stats on them.
Browse:
[link]
Measurements:
[xlsx]
Download all:
[zip] (226Mb)

Implementation

The reference implementation for our system. See files for license info.
Source code:
[github]

Other pages on this:

at NVIDIA