Data structures for quadtree approximation and compression
Communications of the ACM
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Vector quantization and signal compression
Vector quantization and signal compression
Vector quantization for volume rendering
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An effective way to represent quadtrees
Communications of the ACM
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Painting and rendering textures on unparameterized models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Constrained and recursive hierarchical table-lookup vector quantization
DCC '96 Proceedings of the Conference on Data Compression
Variational shape approximation
ACM SIGGRAPH 2004 Papers
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-Dynamic-Range Still-Image Encoding in JPEG 2000
IEEE Computer Graphics and Applications
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2006 Papers
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
Compressed lossless texture representation and caching
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Nonlinear time series prediction by weighted vector quantization
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
Embedded image coding using zerotrees of wavelet coefficients
IEEE Transactions on Signal Processing
A unified framework for primal/dual quadrilateral subdivision schemes
Computer Aided Geometric Design
Least squares quantization in PCM
IEEE Transactions on Information Theory
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Appearance preserving octree-textures
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Precise vector textures for real-time 3D rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
A GPU-friendly method for high dynamic range texture compression using inverse tone mapping
GI '08 Proceedings of graphics interface 2008
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Adaptive Compression of Texture Pyramids
Computer Graphics Forum
Topographic map visualization from adaptively compressed textures
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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Adaptive multiresolution hierarchies are highly efficient at representing spatially coherent graphics data. We introduce a framework for compressing such adaptive hierarchies using a compact randomly-accessible tree structure. Prior schemes have explored compressed trees, but nearly all involve entropy coding of a sequential traversal, thus preventing fine-grain random queries required by rendering algorithms. Instead, we use fixed-rate encoding for both the tree topology and its data. Key elements include the replacement of pointers by local offsets, a forested mipmap structure, vector quantization of inter-level residuals, and efficient coding of partially defined data. Both the offsets and codebook indices are stored as byte records for easy parsing by either CPU or GPU shaders. We show that continuous mipmapping over an adaptive tree is more efficient using primal subdivision than traditional dual subdivision. Finally, we demonstrate efficient compression of many data types including light maps, alpha mattes, distance fields, and HDR images.