High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities
In this paper, we propose a novel approach for high-dynamic-range (HDR) texture compression (TC) suitable for rendering systems of different capacities. Based on the previously proposed DHTC scheme, we first work out an improved joint-channel compression framework, which is robust and flexible enoug...
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Veröffentlicht in: | IEEE transactions on visualization and computer graphics 2010-01, Vol.16 (1), p.57-69 |
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description | In this paper, we propose a novel approach for high-dynamic-range (HDR) texture compression (TC) suitable for rendering systems of different capacities. Based on the previously proposed DHTC scheme, we first work out an improved joint-channel compression framework, which is robust and flexible enough to provide compressed HDR textures at different bit rates. Then, two compressed HDR texture formats based on the proposed framework are developed. The 8 bpp format is of near lossless visual quality, improving upon known state-of-the-art algorithms. And, to our knowledge, the 4 bpp format is the first workable 4 bpp solution with good quality. We also show that HDR textures in the proposed 4 bpp and 8 bpp formats can compose a layered architecture in the texture consumption pipeline, to significantly save the memory bandwidth and storage in real-time rendering. In addition, the 8 bpp format can also be used to handle traditional low dynamic range (LDR) RGBA textures. Our scheme exhibits a practical solution for compressing HDR textures at different rates and LDR textures with alpha maps. |
doi_str_mv | 10.1109/TVCG.2009.60 |
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Based on the previously proposed DHTC scheme, we first work out an improved joint-channel compression framework, which is robust and flexible enough to provide compressed HDR textures at different bit rates. Then, two compressed HDR texture formats based on the proposed framework are developed. The 8 bpp format is of near lossless visual quality, improving upon known state-of-the-art algorithms. And, to our knowledge, the 4 bpp format is the first workable 4 bpp solution with good quality. We also show that HDR textures in the proposed 4 bpp and 8 bpp formats can compose a layered architecture in the texture consumption pipeline, to significantly save the memory bandwidth and storage in real-time rendering. In addition, the 8 bpp format can also be used to handle traditional low dynamic range (LDR) RGBA textures. Our scheme exhibits a practical solution for compressing HDR textures at different rates and LDR textures with alpha maps.</description><subject>Bandwidth</subject><subject>Bit rate</subject><subject>Computer Graphics</subject><subject>Computer Simulation</subject><subject>Data Compression - methods</subject><subject>Dynamic range</subject><subject>Graphics</subject><subject>graphics hardware</subject><subject>Hardware</subject><subject>High dynamic range</subject><subject>Image Enhancement - methods</subject><subject>Image Interpretation, Computer-Assisted - methods</subject><subject>Imaging, Three-Dimensional - methods</subject><subject>Layout</subject><subject>Models, Theoretical</subject><subject>Pipelines</subject><subject>Rendering (computer graphics)</subject><subject>Robustness</subject><subject>Signal Processing, Computer-Assisted</subject><subject>Sun</subject><subject>texture compression</subject><subject>User-Computer Interface</subject><issn>1077-2626</issn><issn>1941-0506</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2010</creationdate><recordtype>article</recordtype><sourceid>RIE</sourceid><sourceid>EIF</sourceid><recordid>eNpFkMFLwzAYxYMobk5v3gTJzYudX9I0bY7S6SYMhFm9ljT9OiNrO5MW3H9vx4ae3oP34x1-hFwzmDIG6iH7SOdTDqCmEk7ImCnBAohAng4d4jjgkssRufD-C4AJkahzMmJKMZCSjUm2sOvPYLZrdG1NsNLNGmmGP13vkKZtvXXovW0bWrWOrrAp0dlmTd92vsPa07aiM1tV6LDpaKq32tjOor8kZ5XeeLw65oS8Pz9l6SJYvs5f0sdlYEIGXcA1ixKpkkrIJJQ6Qi1K1FxX5RCmjIRAEMIURhoRlRHjhRaJNkWiygIQWTghd4ffrWu_e_RdXltvcLPRDba9z-MwjJWQoAby_kAa13rvsMq3ztba7XIG-V5jvteY7zXmEgb89njcFzWW__DR2wDcHACLiH9zBDHnjIW_cfJ3Yw</recordid><startdate>201001</startdate><enddate>201001</enddate><creator>Wen Sun</creator><creator>Yan Lu</creator><creator>Feng Wu</creator><creator>Shipeng Li</creator><creator>Tardif, J.</creator><general>IEEE</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>201001</creationdate><title>High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities</title><author>Wen Sun ; Yan Lu ; Feng Wu ; Shipeng Li ; Tardif, J.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c310t-2a158698f46836a5ea4dea2afddeacd544e044cbc6c45d512ba48acb89db0ee13</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2010</creationdate><topic>Bandwidth</topic><topic>Bit rate</topic><topic>Computer Graphics</topic><topic>Computer Simulation</topic><topic>Data Compression - methods</topic><topic>Dynamic range</topic><topic>Graphics</topic><topic>graphics hardware</topic><topic>Hardware</topic><topic>High dynamic range</topic><topic>Image Enhancement - methods</topic><topic>Image Interpretation, Computer-Assisted - methods</topic><topic>Imaging, Three-Dimensional - methods</topic><topic>Layout</topic><topic>Models, Theoretical</topic><topic>Pipelines</topic><topic>Rendering (computer graphics)</topic><topic>Robustness</topic><topic>Signal Processing, Computer-Assisted</topic><topic>Sun</topic><topic>texture compression</topic><topic>User-Computer Interface</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Wen Sun</creatorcontrib><creatorcontrib>Yan Lu</creatorcontrib><creatorcontrib>Feng Wu</creatorcontrib><creatorcontrib>Shipeng Li</creatorcontrib><creatorcontrib>Tardif, J.</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005-present</collection><collection>IEEE All-Society Periodicals Package (ASPP) 1998-Present</collection><collection>IEEE Electronic Library (IEL)</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>IEEE transactions on visualization and computer graphics</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Wen Sun</au><au>Yan Lu</au><au>Feng Wu</au><au>Shipeng Li</au><au>Tardif, J.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities</atitle><jtitle>IEEE transactions on visualization and computer graphics</jtitle><stitle>TVCG</stitle><addtitle>IEEE Trans Vis Comput Graph</addtitle><date>2010-01</date><risdate>2010</risdate><volume>16</volume><issue>1</issue><spage>57</spage><epage>69</epage><pages>57-69</pages><issn>1077-2626</issn><eissn>1941-0506</eissn><coden>ITVGEA</coden><abstract>In this paper, we propose a novel approach for high-dynamic-range (HDR) texture compression (TC) suitable for rendering systems of different capacities. Based on the previously proposed DHTC scheme, we first work out an improved joint-channel compression framework, which is robust and flexible enough to provide compressed HDR textures at different bit rates. Then, two compressed HDR texture formats based on the proposed framework are developed. The 8 bpp format is of near lossless visual quality, improving upon known state-of-the-art algorithms. And, to our knowledge, the 4 bpp format is the first workable 4 bpp solution with good quality. We also show that HDR textures in the proposed 4 bpp and 8 bpp formats can compose a layered architecture in the texture consumption pipeline, to significantly save the memory bandwidth and storage in real-time rendering. In addition, the 8 bpp format can also be used to handle traditional low dynamic range (LDR) RGBA textures. 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subjects | Bandwidth Bit rate Computer Graphics Computer Simulation Data Compression - methods Dynamic range Graphics graphics hardware Hardware High dynamic range Image Enhancement - methods Image Interpretation, Computer-Assisted - methods Imaging, Three-Dimensional - methods Layout Models, Theoretical Pipelines Rendering (computer graphics) Robustness Signal Processing, Computer-Assisted Sun texture compression User-Computer Interface |
title | High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities |
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