
doi: 10.1145/3675385
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.
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