The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive time-dependent tone mapping using programmable graphics hardware
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Subband encoding of high dynamic range imagery
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Perception-motivated high dynamic range video encoding
ACM SIGGRAPH 2004 Papers
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Compressing and companding high dynamic range images with subband architectures
ACM SIGGRAPH 2005 Papers
High-Dynamic-Range Still-Image Encoding in JPEG 2000
IEEE Computer Graphics and Applications
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
High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting (The Morgan Kaufmann Series in Computer Graphics)
Efficient high dynamic range texture compression
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
DHTC: an effective DXTC-based HDR texture compression scheme
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
Real-time high-dynamic range texture compression based on local fractal transform
Proceedings of the 24th Spring Conference on Computer Graphics
Hi-index | 0.00 |
High dynamic range (HDR) images are increasingly employed in games and interactive applications for accurate rendering and illumination. One disadvantage of HDR images is their large data size; unfortunately, even though solutions have been proposed for future hardware, commodity graphics hardware today does not provide any native compression for HDR textures. In this paper, we perform extensive study of possible methods for supporting compressed HDR textures on commodity graphics hardware. A desirable solution must be implementable on DX9 generation hardware, as well as meet the following requirements. First, the data size should be small and the reconstruction quality must be good. Second, the decompression must be efficient; in particular, bilinear/trilinear/anisotropic texture filtering ought to be performed via native texture hardware instead of custom pixel shader filtering. We present a solution that optimally meets these requirements. Our basic idea is to convert a HDR texture to a custom LUVW space followed by an encoding into a pair of 8-bit DXT textures. Since DXT format is supported on modern commodity graphics hardware, our approach has wide applicability. Our compression ratio is 3:1 for FP16 inputs, allowing applications to store 3 times the number of HDR texels in the same memory footprint. Our decompressor is efficient and can be implemented as a short pixel program. We leverage existing texturing hardware for fast decompression and native texture filtering, allowing HDR textures to be utilized just like traditional 8-bit DXT textures. Our reduced data size has a further advantage: it is even faster than rendering from uncompressed HDR textures due to our reduced texture memory access. Given the quality and efficiency, we believe our approach suitable for games and interactive applications.