The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st 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
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Real-Time High Dynamic Range Texture Mapping
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Subband encoding of high dynamic range imagery
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Perception-motivated high dynamic range video encoding
ACM SIGGRAPH 2004 Papers
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
High-Dynamic-Range Still-Image Encoding in JPEG 2000
IEEE Computer Graphics and Applications
High dynamic range texture compression for graphics hardware
ACM SIGGRAPH 2006 Papers
High dynamic range texture compression
ACM SIGGRAPH 2006 Papers
Backward compatible high dynamic range MPEG video compression
ACM SIGGRAPH 2006 Papers
Rendering from compressed high dynamic range textures on programmable graphics hardware
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Efficient high dynamic range texture compression
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
Base-delta-immediate compression: practical data compression for on-chip caches
Proceedings of the 21st international conference on Parallel architectures and compilation techniques
Real-time low-frequency signal modulated texture compression using intensity dilation
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In this paper, we propose a simple yet effective scheme (named DHTC) for HDR (high dynamic range) texture compression based on the popular LDR (low dynamic range) texture compression scheme -- S3TC/DXTC. In the proposed scheme, the original HDR texture is first pre-processed with adaptive color transform and local dynamic range reduction. Then a color distribution linearization process and a joint-channel texture coding process are applied iteratively to generate the compressed HDR texture at 8 bpp. These techniques lead to near lossless visual quality comparable to and even better than the state-of-the-art HDR texture compression schemes. Since DHTC is built upon the ubiquitous DXTC, dedicated DHTC hardware design only needs moderate extension on current hardware. Furthermore, the proposed DHTC format is not only suitable for HDR textures, but also LDR textures with alpha channels. We believe this paper provides a unique solution to meet all the practical requirements for HDR and LDR texture compression.