Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our method runs on commodity graphics hardware and supports efficient anisotropic texture filtering at fast decoding speeds. The numbers denote the Peak Signal to Noise Ratio. We present a new fixed-rate texture compression scheme based on the energy compaction properties of the Discrete Wavelet Trans-form. Targeting existing commodity graphics hardware and APIs, our method is using the DXT compression formats to perform the quantization and storage of the wavelet transform coefficients, en-suring very fast decoding speeds. An optimization framework min-imizes the quantization error of the coefficients and improves the overall compression quality...
Texture is an important factor in visual perception and discrimination of image content. On this bas...
Light maps have long been a popular technique for visually rich real-time rendering in games. They t...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
5 bpp 3 bpp 2.25 bpp 1.75 bpp 2 bpp Figure 1: Our method encodes grayscale and color images at vario...
Although modern graphics hardware provides up to 1.5 gigabytes of memory, methods for effective text...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
High dynamic range (HDR) images are increasingly employed in games and interactive applications for ...
Modern GPUs supporting compressed textures allow interactive application developers to save scarce G...
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynam...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
In this paper we address the problem of efficiently encoding textured images. We propose a fast wave...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use text...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
Texture is an important factor in visual perception and discrimination of image content. On this bas...
Light maps have long been a popular technique for visually rich real-time rendering in games. They t...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
5 bpp 3 bpp 2.25 bpp 1.75 bpp 2 bpp Figure 1: Our method encodes grayscale and color images at vario...
Although modern graphics hardware provides up to 1.5 gigabytes of memory, methods for effective text...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
High dynamic range (HDR) images are increasingly employed in games and interactive applications for ...
Modern GPUs supporting compressed textures allow interactive application developers to save scarce G...
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynam...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
In this paper we address the problem of efficiently encoding textured images. We propose a fast wave...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use text...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
Texture is an important factor in visual perception and discrimination of image content. On this bas...
Light maps have long been a popular technique for visually rich real-time rendering in games. They t...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...