Fractal image compression: theory and application
Fractal image compression: theory and application
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SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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High dynamic range texture compression for graphics hardware
ACM SIGGRAPH 2006 Papers
High dynamic range texture compression
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
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Efficient high dynamic range texture compression
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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In this paper we propose a new HDR texture compression algorithm for real-time rendering. This algorithm is based on our local fractal and wavelet transform for chrominance and luminance encoding, respectively. The proposed algorithm is a block based fixed length coding algorithm and operates on a 4×4 blocks. The blocks are compressed to 8bpp. As the absolute difference between maximum and minimum value for most blocks fits into the LDR range, we can map the HDR values into the integer domain. Then, the block values are encoded by the modified LDR algorithm. In the case of luminance, it is required to store minimum and maximum value per block and to remap the values in the last decompression step.