Adaptive encoding for numerical data compression
Information Processing and Management: an International Journal - Special issue: data compression
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Robust universal complete codes for transmission and compression
Discrete Applied Mathematics
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Fast Lossless Compression of Scientific Floating-Point Data
DCC '06 Proceedings of the Data Compression Conference
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
Floating-point buffer compression in a unified codec architecture
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
FPC: A High-Speed Compressor for Double-Precision Floating-Point Data
IEEE Transactions on Computers
Lossless compression of predicted floating-point geometry
Computer-Aided Design
Error-bounded lossy compression of floating-point color buffers using quadtree decomposition
The Visual Computer: International Journal of Computer Graphics
Precision selection for energy-efficient pixel shaders
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
GPUs and the Future of Parallel Computing
IEEE Micro
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In this work, we explore the lossless compression of 32-bit floating-point buffers on graphics hardware. We first adapt a state-of-the-art 16-bit floating-point color and depth buffer compression scheme for operation on 32-bit data and propose two specific enhancements: dynamic bucket selection and a Fibonacci encoder. Next, we describe a unified codec for any type of floating-point buffer: color, depth, geometry, and GPGPU data. We also propose a method to further compress variable-precision data. Finally, we test our techniques on color, depth, and geometry buffers from existing applications. Using our enhancements to an existing technique, we have improved bandwidth savings by an average of 1.26x. Our unified codec achieved average bandwidth savings of 1.5x, 7.9x, and 2.9x for color (including buffers incompressible by past work), depth, and geometry buffers. Even higher savings were achieved when combined with our variable-precision technique, though specific ratios will depend on the tolerance of the application to reducing its precision.