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Real-Time GPU Tree Generation

Kuth, Bastian; Oberberger, Max; Faber, Carsten; Pfeifer, Pirmin; Seyedmasih, Tabaei...



Real-Time GPU Tree Generation

Kuth, Bastian; Oberberger, Max; Faber, Carsten; Seyedmasih, Tabaei; Baumeister, Dominik...

High-Performance Graphics - Symposium Papers 2025.
DOI: 10.2312/hpg.20251168


Open Access Peer Reviewed
 

Trees for real-time media are typically created using procedural algorithms and then baked to a polygon format, requiring large amounts of memory. We propose a novel procedural system and model for generating and rendering realistic trees and similar vegetation specifically tailored to run in real-time on GPUs. By using GPU work graphs with mesh nodes, we render gigabytes-worth of tree geometry from kilobytes of generation code every frame exclusively on the GPU. Contrary to prior work, our method combines instant in-engine artist authoring, continuous frame-specific level of detail and tessellation, highly detailed animation, and seasonal details like blossoms, fruits, and snow. Generating the unique tree geometries of our teaser test scene and rendering them to the G-buffer takes 3.13 ms on an AMD Radeon RX 7900 XTX.

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Parallel Dense-Geometry-Format Topology Decompression

Meyer, Quirin (2025)


Peer Reviewed

Parallel Dense-Geometry-Format Topology Decompression

Meyer, Quirin ; Barczak, Joshua; Reitter, Sander; Benthin, Carsten (2025)


DOI: 10.2312/egs.20251050


Open Access Peer Reviewed
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Real-time meshlet decompression

Kuth, Bastian; Oberberger, Max; Kawala , Felix ; Reitter, Sander; Michel, Sebastian...

Computers & Graphics, 104292.
DOI: 10.1016/j.cag.2025.104292


Peer Reviewed
 

We propose a codec specifically designed for meshlet compression, optimized for rapid data-parallel GPU decompression within a mesh shader. Our compression strategy orders triangles in optimal generalized triangle strips (GTSs), which we generate by formulating the creation as a mixed integer linear program (MILP). Our method achieves index buffer compression rates of 16:1 compared to the vertex pipeline and crack-free vertex attribute quantization based on user preference. The 15.5 million triangles of our teaser image decompress and render in 0.59 ms on an AMD Radeon RX 7900 XTX.

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GPU Work Graphs - mastering the future of GPU programming

Kuth, Bastian; Oberberger, Max; Meyer, Quirin (2024)


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Mesh shaders on AMD RDNA™ graphics cards: Meshlet Compression

Kuth, Bastian; Oberberger, Max; Meyer, Quirin (2024)


Open Access
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Towards Practical Meshlet Compression

Kuth, Bastian; Oberberger, Max; Kawala , Felix ; Reitter, Sander; Michel, Sebastian...

Vortrag auf der VMV 2024.


Peer Reviewed

Towards Practical Meshlet Compression

Kuth, Bastian; Oberberger, Max; Kawala , Felix ; Reitter, Sander; Michel, Sebastian...

Buch (Sammelband) 2024.
DOI: 10.2312/vmv.20241204


Open Access Peer Reviewed
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Real-Time Procedural Generation with GPU Work Graphs

Kuth, Bastian; Oberberger, Max; Faber, Carsten; Baumeister, Dominik; Chajdas, Matthäus...

Zeitschrift 7 (3), 47.
DOI: 10.1145/3675376


Peer Reviewed
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Real-Time Procedural Generation with GPU Work Graphs

Kuth, Bastian; Oberberger, Max; Baumeister, Dominik; Chajdas, Matthäus...

Vortrag auf der HPG 2024.


Open Access Peer Reviewed
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Mesh shaders on AMD RDNA™ graphics cards: Procedural grass rendering

Faber, Carsten; Kuth, Bastian; Oberberger, Max; Meyer, Quirin (2024)


Open Access
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Mesh shaders on AMD RDNA™ graphics cards: Font- and vector-art rendering with mesh shaders

Kuth, Bastian; Oberberger, Max; Meyer, Quirin (2024)


Open Access
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Mesh shaders on AMD RDNA™ graphics cards: From vertex shader to mesh shader

Oberberger, Max; Kuth, Bastian; Meyer, Quirin (2023)

https://gpuopen.com/learn/mesh_shaders/mesh_shaders-from_vertex_shader_to_mesh_shader/.


Open Access
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Edge-Friend: Fast and Deterministic Catmull-Clark Subdivision Surfaces

Kuth, Bastian; Oberberger, Max; Chajdas, Matthäus; Meyer, Quirin (2023)

Computer Graphics Forum 2023/42 (8).
DOI: 10.1111/cgf.14863


Open Access Peer Reviewed
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Edge-Friend: Fast and Deterministic Catmull-Clark Subdivision Surfaces

Kuth, Bastian; Oberberger, Max; Chajdas, Matthäus; Meyer, Quirin (2023)

Edge-Friend: Fast and Deterministic Catmull-Clark Subdivision Surfaces.


Open Access Peer Reviewed
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Mesh shaders on AMD RDNA™ graphics cards: Optimization and best practices

Oberberger, Max; Kuth, Bastian; Meyer, Quirin (2023)


Open Access
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Permutation Coding for Vertex-Blend Attribute Compression

Peters, Christoph; Kuth, Bastian; Meyer, Quirin (2022)

ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Online: May 3-5 2022.
DOI: 10.1145/3522607


Peer Reviewed
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Vertex-Blend Attribute Compression

Kuth, Bastian; Meyer, Quirin (2021)

High-Performance Graphics - Symposium Papers (2021), N. Binder and T. Ritschel (Editors, .
DOI: 10.2312/hpg.20211282


Open Access Peer Reviewed
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Vertex-Blend Attribute Compression

Kuth, Bastian; Meyer, Quirin (2021)

High-Performance Graphics, 06.07.2021 - 09.07.2021 Virtual Event .



Prof. Dr. Quirin Meyer


Hochschule Coburg

Fakultät Elektrotechnik und Informatik (FEI)
Friedrich-Streib-Str. 2
96450 Coburg

T +49 9561 317 8031
Quirin.Meyer[at]hs-coburg.de

ORCID iD: 0000-0001-7073-442X