Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Optimal depth buffer for low-cost graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
LOCO-I: a low complexity, context-based, lossless image compression algorithm
DCC '96 Proceedings of the Conference on Data Compression
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
High dynamic range texture compression for graphics hardware
ACM SIGGRAPH 2006 Papers
High dynamic range texture compression
ACM SIGGRAPH 2006 Papers
Fast and Efficient Compression of Floating-Point Data
IEEE Transactions on Visualization and Computer Graphics
Exact and error-bounded approximate color buffer compression and decompression
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient depth buffer compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Compressed lossless texture representation and caching
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Lossless compression of variable-precision floating-point buffers on GPUs
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Lossless asymmetric single instruction multiple data codec
Software—Practice & Experience
A sort-based deferred shading architecture for decoupled sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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This paper presents what we believe are the first (public) algorithms for floating-point (fp) color and fp depth buffer compression. The depth codec is also available in an integer version. The codecs are harmonized, meaning that they share basic technology, making it easier to use the same hardware unit for both types of compression. We further suggest to use these codecs in a unified codec architecture, meaning that compression/decompression units previously only used for color-and depth buffer compression can be used also during texture accesses. Finally, we investigate the bandwidth implication of using this in a unified cache architecture. The proposed fp16 color buffer codec compresses data down to 40% of the original, and the fp16 depth codec allows compression down to 4.5 bpp, compared to 5.3 for the state-of-the-art int24 depth compression method. If used in a unified codec and cache architecture, bandwidth reductions of about 50% are possible, which is significant.