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
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A Gray Image Compression Using a Hilbert Scan
ICPR '96 Proceedings of the International Conference on Pattern Recognition (ICPR '96) Volume III-Volume 7276 - Volume 7276
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
High dynamic range texture compression
ACM SIGGRAPH 2006 Papers
Introduction to Data Compression, Third Edition (Morgan Kaufmann Series in Multimedia Information and Systems)
ETC2: texture compression using invalid combinations
Proceedings of the 22nd 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
High-quality mipmapping texture compression with alpha maps for graphics processing units
IEEE Transactions on Multimedia
VSNR: A Wavelet-Based Visual Signal-to-Noise Ratio for Natural Images
IEEE Transactions on Image Processing
Compressed random-access trees for spatially coherent data
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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High-quality texture minification techniques, including trilinear and anisotropic filtering, require texture data to be arranged into a collection of pre-filtered texture maps called mipmaps. In this paper, we present a compression scheme for mipmapped textures which achieves much higher quality than current native schemes by exploiting image coherence across mipmap levels. The basic idea is to use a high-quality native compressed format for the upper levels of the mipmap pyramid (to retain efficient minification filtering) together with a novel compact representation of the detail provided by the highest-resolution mipmap. Key elements of our approach include delta-encoding of the luminance signal, efficient encoding of coherent regions through texel runs following a Hilbert scan, a scheme for run encoding supporting fast random-access, and a predictive approach for encoding indices of variable-length blocks. We show that our scheme clearly outperforms native 6:1 compressed texture formats in terms of image quality while still providing real-time rendering of trilinearly filtered textures. © 2012 Wiley Periodicals, Inc.