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dc.contributor.authorStröm, Jacoben_US
dc.contributor.authorWennersten, Peren_US
dc.contributor.editorCarsten Dachsbacher and William Mark and Jacopo Pantaleonien_US
dc.date.accessioned2016-02-18T11:01:50Z
dc.date.available2016-02-18T11:01:50Z
dc.date.issued2011en_US
dc.identifier.isbn978-1-4503-0896-0en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2018323.2018351en_US
dc.description.abstractTexture compression helps rendering by reducing the footprint in graphics memory, thus allowing for more textures, and by lowering the number of memory accesses between the graphics processor and memory, increasing performance and lowering power consumption.Compared to image compression methods like JPEG however, textures codecs are typically much less efficient, which is a problem when downloading the texture over a network or reading it from disk. Therefore, in this paper we investigate lossless compression of already compressed textures. By predicting compression parameters in the image domain instead of in the parameter domain, a more efficient representation is obtained compared to using generalcompression such as ZIP or LZMA. This works well also for pixel indices that have previously proved hard to compress. A 4-bit-perpixel format can thus be compressed to around 2.3 bits per pixel (bpp), or 9.6% of the original size, compared to around 3.0 bpp when using ZIP or 2.8 bpp using LZMA. Compressing the original images with JPEG to the same quality also gives 2.3 bpp, meaning that texture compression followed by our packing is on par with JPEG in terms of compression efficiency.en_US
dc.publisherACMen_US
dc.subjectI.3.2 [Computer Graphics]en_US
dc.subjectThree DimensionalGraphics and Realism Coloren_US
dc.subjectShadingen_US
dc.subjectshadowing and textureE.4.1 [Data]en_US
dc.subjectCoding and Information Theory Data compactionand compressionen_US
dc.subjecttexture compressionen_US
dc.subjectdata compressionen_US
dc.titleLossless Compression of Already Compressed Texturesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersHardware & Texturesen_US
dc.identifier.doi10.1145/2018323.2018351en_US
dc.identifier.pages177-182en_US


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