Issue No. 01 - January/February (2010 vol. 16)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.60
Wen Sun , University of Science and Technology of China, Hefei
Yan Lu , Microsoft Research Asia, Beijing
Feng Wu , Microsoft Research Asia, Beijing
Shipeng Li , Microsoft Research Asia, Beijing
John Tardif , Microsoft Corporation, Redmond
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.
High dynamic range, texture compression, graphics hardware.
W. Sun, Y. Lu, J. Tardif, F. Wu and S. Li, "High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities," in IEEE Transactions on Visualization & Computer Graphics, vol. 16, no. , pp. 57-69, 2009.