Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A model of visual masking for computer graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ACM Transactions on Graphics (TOG)
Remark on algorithm 659: Implementing Sobol's quasirandom sequence generator
ACM Transactions on Mathematical Software (TOMS)
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ICPR '00 Proceedings of the International Conference on Pattern Recognition - Volume 3
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
New measurements reveal weaknesses of image quality metrics in evaluating graphics artifacts
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Variable bit rate GPU texture decompression
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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Texture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the individual texture level using Mean Square Error, Peak Signal-to-Noise Ratio, or visual image inspection. We argue this is the wrong evaluation approach. Compression artifacts in individual textures are likely visually masked in final rendered images and this masking is not accounted for when evaluating individual textures. This masking comes from both geometric mapping of textures onto models and the effects of combining different textures on the same model such as diffuse, gloss and bump maps. We evaluate final rendered images using rigorous perceptual error metrics. Our method samples the space of viewpoints in a scene, renders the scene from each viewpoint using variations of compressed textures, and then compares each to a ground truth using uncompressed textures from the same viewpoint. We show that masking has a significant effect on final rendered image quality, that graphics hardware compression algorithms are too conservative, and reduced bit rates are possible while maintaining quality.