SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd 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
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Tight frame normal map compression
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
SMI 2012: Full Encoding normal vectors using optimized spherical coordinates
Computers and Graphics
Variable bit rate GPU texture decompression
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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Normal mapping is a widely used technique in real-time graphics, but so far little research has focused on compressing normal maps. Therefore, we present several simple techniques that improve the quality of ATI's 3Dc normal map compression algorithm. We use varying point distributions, rotation, and differential encoding. On average, this improves the peak-signal-to-noise-ratio by 3 dB, which is clearly visible in rendered images. Our algorithm also allows us to better handle slowly varying normals, which often occurs in real-world normal maps. We also describe the decoding process in detail.