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HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Readings in computer architecture
LOCO-I: a low complexity, context-based, lossless image compression algorithm
DCC '96 Proceedings of the Conference on Data Compression
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Efficient depth buffer compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Floating-point buffer compression in a unified codec architecture
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Lossless compression of variable-precision floating-point buffers on GPUs
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A sort-based deferred shading architecture for decoupled sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
TEAPOT: a toolset for evaluating performance, power and image quality on mobile graphics systems
Proceedings of the 27th international ACM conference on International conference on supercomputing
Parallel frame rendering: trading responsiveness for energy on a mobile GPU
PACT '13 Proceedings of the 22nd international conference on Parallel architectures and compilation techniques
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In this paper, we first present a survey of existing color buffer compression algorithms. After that, we introduce a new scheme based on an exactly reversible color transform, simple prediction, and Golomb-Rice encoding. In addition to this, we introduce an error control mechanism, which can be used for approximate (lossy) color buffer compression. In this way, the introduced error is kept under strict control. To the best of our knowledge, this has not been explored before in the literature. Our results indicate superior compression ratios compared to existing algorithms, and we believe that approximate compression can be important for mobile GPUs.