Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Random Access Decompression using Binary Arithmetic Coding
DCC '99 Proceedings of the Conference on Data Compression
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Color image quantization for frame buffer display
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
ICPR '00 Proceedings of the International Conference on Pattern Recognition - Volume 3
Binary Codes for Non-Uniform Sources
DCC '05 Proceedings of the Data Compression Conference
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
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
High quality normal map 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
Proceedings of the Conference on High Performance Graphics 2009
A New Spatial Hue Angle Metric for Perceptual Image Difference
Computational Color Imaging
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Embedded image coding using zerotrees of wavelet coefficients
IEEE Transactions on Signal Processing
Universal codeword sets and representations of the integers
IEEE Transactions on Information Theory
A universal algorithm for sequential data compression
IEEE Transactions on Information Theory
IEEE Transactions on Information Theory
The JPEG still picture compression standard
IEEE Transactions on Consumer Electronics
Image compression via joint statistical characterization in the wavelet domain
IEEE Transactions on Image Processing
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
A Statistical Evaluation of Recent Full Reference Image Quality Assessment Algorithms
IEEE Transactions on Image Processing
Objective image quality assessment of texture compression
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Variable bit rate compression can achieve better quality and compression rates than fixed bit rate methods. None the less, GPU texturing uses lossy fixed bit rate methods like DXT to allow random access and on-the-fly decompression during rendering. Changes in games and GPUs since DXT was developed make its compression artifacts less acceptable, and texture bandwidth less of an issue, but texture size is a serious and growing problem. Games use a large total volume of texture data, but have a much smaller active set. We present a new paradigm that separates GPU decompression from rendering. Rendering is from uncompressed data, avoiding the need for random access decompression. We demonstrate this paradigm with a new variable bit rate lossy texture compression algorithm that is well suited to the GPU, including a new GPU-friendly formulation of range decoding, and a new texture compression scheme averaging 12.4:1 lossy compression ratio on 471 real game textures with a quality level similar to traditional DXT compression. The total game texture set are stored in the GPU in compressed form, and decompressed for use in a fraction of a second per scene.