Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the storage and bandwidth impact of texture mapping, compression systems are commonly used. To further increase the quality of the rendered images, texture filtering is also often adopted. These two techniques are generally considered to be independent. First, a decompression step is executed to gather texture samples, which is then followed by a separate filtering step. We have investigated a system based on linear transforms that merges both phases together. This allows more efficient decompression and filtering at higher compression ratios. This paper formally presents our approach for any linear transformation, how the commonly used discrete cos...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
Light maps have long been a popular technique for visually rich real-time rendering in games. They t...
High dynamic range (HDR) images are increasingly employed in games and interactive applications for ...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our ...
Despite rapid development, modern graphics hardware is still much too slow to render photo-realistic...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynam...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use text...
Texture compression is widely used in real-time rendering to reduce storage and bandwidth requiremen...
We present a simple method for rendering directly from compressed textures in hardware and software ...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
Light maps have long been a popular technique for visually rich real-time rendering in games. They t...
High dynamic range (HDR) images are increasingly employed in games and interactive applications for ...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
Figure 1: Demonstration of the proposed method when encoding a color image at various bitrates. Our ...
Despite rapid development, modern graphics hardware is still much too slow to render photo-realistic...
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due ...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynam...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
To reduce bandwidth usage to textures in a graphics hardware ar-chitecture, it is common to use text...
Texture compression is widely used in real-time rendering to reduce storage and bandwidth requiremen...
We present a simple method for rendering directly from compressed textures in hardware and software ...
We explore the problem of decoupling color information from geometry in large scenes of voxelized su...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
Light maps have long been a popular technique for visually rich real-time rendering in games. They t...