To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use texture compression (see Fenney’s paper [2003] for an overview of previous work). The idea is to com-press textures to a fixed rate. When the rasterizer requests texels
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Recent advances in computer graphics have relied on high-quality textures in order to generate photo...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynam...
Modern GPUs supporting compressed textures allow interactive application developers to save scarce G...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
This paper presents new fixed-rate texture compres-sion systems for RGB and RGBA images, which use v...
High dynamic range (HDR) images are increasingly employed in games and interactive applications for ...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
We present a simple method for rendering directly from compressed textures in hardware and software ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Recent advances in computer graphics have relied on high-quality textures in order to generate photo...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynam...
Modern GPUs supporting compressed textures allow interactive application developers to save scarce G...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
This paper presents new fixed-rate texture compres-sion systems for RGB and RGBA images, which use v...
High dynamic range (HDR) images are increasingly employed in games and interactive applications for ...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
We present a simple method for rendering directly from compressed textures in hardware and software ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Recent advances in computer graphics have relied on high-quality textures in order to generate photo...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...