Recent advances in computer graphics have relied on high-quality textures in order to generate photorealistic real-time images. Texture compression standards meet these growing demands for data, but current texture compression schemes use fixed-rate methods where statically sized blocks of pixels are represented using the same numbers of bits irrespective of their data content. In order to account for the natural variation in detail, we present an alternative format that allows variable bit-rate texture compression with minimal changes to texturing hardware. Our proposed scheme uses one additional level of indirection to allow the variation of the block size across the same texture. This single change is exploited to both vary the amount of...
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...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
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...
To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use text...
This paper presents new fixed-rate texture compres-sion systems for RGB and RGBA images, which use v...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
In this paper, an efficient texture compression method is proposed for fast rendering, which exploit...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...
Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our ...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
5 bpp 3 bpp 2.25 bpp 1.75 bpp 2 bpp Figure 1: Our method encodes grayscale and color images at vario...
We propose a new texture-based compression approach that relies on new texture similarity metrics an...
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...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
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...
To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use text...
This paper presents new fixed-rate texture compres-sion systems for RGB and RGBA images, which use v...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
In this paper, an efficient texture compression method is proposed for fast rendering, which exploit...
Figure 1: Encoding extreme colors. Left to right: original (48 bpp), our method (8 bpp), DXTC-encode...
Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our ...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
5 bpp 3 bpp 2.25 bpp 1.75 bpp 2 bpp Figure 1: Our method encodes grayscale and color images at vario...
We propose a new texture-based compression approach that relies on new texture similarity metrics an...
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...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...