Color and attribute micromaps
(2026)- Abstract
- The hardware accelerated ray-tracing pipeline presents many opportunities to implement more advanced rendering algorithms than earlier rasterization based approaches. However, one particular aspect of the pipeline still remains a bit too costly to use in practice: The AnyHit-shader. Opacity Micromaps were introduced to alleviate this issue, but the central problem of calling arbitrary shader code on an unknown number of primitives remains prohibitively expensive. Thus, in this paper we take the first step of addressing this by further extending the concept of micromaps to arbitrary attributes; thereby theoretically giving the ray-tracing pipeline access to more generalized types of data. For this work, we focus on shading attributes, such... (More)
- The hardware accelerated ray-tracing pipeline presents many opportunities to implement more advanced rendering algorithms than earlier rasterization based approaches. However, one particular aspect of the pipeline still remains a bit too costly to use in practice: The AnyHit-shader. Opacity Micromaps were introduced to alleviate this issue, but the central problem of calling arbitrary shader code on an unknown number of primitives remains prohibitively expensive. Thus, in this paper we take the first step of addressing this by further extending the concept of micromaps to arbitrary attributes; thereby theoretically giving the ray-tracing pipeline access to more generalized types of data. For this work, we focus on shading attributes, such as color, normal, metalness and roughness data, showcasing how their quality changes in a micromap-based setting, and what unique aspects they bring to the ray-tracing pipeline. Finally, we investigate how this could be used in existing shaders, and to implement various fixed-function operations during ray traversal that typically require the use of AnyHit-shaders. (Less)
Please use this url to cite or link to this publication:
https://lup.lub.lu.se/record/c62ebc81-a094-4de3-a49c-e77db79ccd14
- author
- Waldemarson, Gustaf
LU
and Doggett, Michael
LU
- organization
- publishing date
- 2026-04-24
- type
- Working paper/Preprint
- publication status
- submitted
- subject
- keywords
- Ray-Tracing, Mesh models, Image compression
- pages
- 11 pages
- project
- Efficient GPU Programming for Visual and Autonomous Systems
- language
- English
- LU publication?
- yes
- id
- c62ebc81-a094-4de3-a49c-e77db79ccd14
- date added to LUP
- 2026-03-29 23:17:52
- date last changed
- 2026-05-05 09:12:38
@misc{c62ebc81-a094-4de3-a49c-e77db79ccd14,
abstract = {{The hardware accelerated ray-tracing pipeline presents many opportunities to implement more advanced rendering algorithms than earlier rasterization based approaches. However, one particular aspect of the pipeline still remains a bit too costly to use in practice: The AnyHit-shader. Opacity Micromaps were introduced to alleviate this issue, but the central problem of calling arbitrary shader code on an unknown number of primitives remains prohibitively expensive. Thus, in this paper we take the first step of addressing this by further extending the concept of micromaps to arbitrary attributes; thereby theoretically giving the ray-tracing pipeline access to more generalized types of data. For this work, we focus on shading attributes, such as color, normal, metalness and roughness data, showcasing how their quality changes in a micromap-based setting, and what unique aspects they bring to the ray-tracing pipeline. Finally, we investigate how this could be used in existing shaders, and to implement various fixed-function operations during ray traversal that typically require the use of AnyHit-shaders.}},
author = {{Waldemarson, Gustaf and Doggett, Michael}},
keywords = {{Ray-Tracing; Mesh models; Image compression}},
language = {{eng}},
month = {{04}},
note = {{Preprint}},
title = {{Color and attribute micromaps}},
year = {{2026}},
}