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dc.contributor.authorMunkberg, J.en_US
dc.contributor.authorClarberg, P.en_US
dc.contributor.authorHasselgren, J.en_US
dc.contributor.authorAkenine-Moeller, T.en_US
dc.date.accessioned2015-02-21T13:15:37Z
dc.date.available2015-02-21T13:15:37Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01174.xen_US
dc.description.abstractThe use of high dynamic range (HDR) textures in real-time graphics applications can increase realism and provide a more vivid experience. However, the increased bandwidth and storage requirements for uncompressed HDR data can become a major bottleneck. Hence, several recent algorithms for HDR texture compression have been proposed. In this paper, we discuss several practical issues one has to confront in order to develop and implement HDR texture compression schemes. These include improved texture filtering and efficient offline compression. For compression, we describe how Procrustes analysis can be used to quickly match a predefined template shape against chrominance data. To reduce the cost of HDR texture filtering, we perform filtering prior to the colour transformation, and use a simple trick to reduce the incurred errors. We also introduce a number of novel compression modes, which can be combined with existing compression schemes, or used on their own.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePractical HDR Texture Compressionen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number6en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01174.xen_US
dc.identifier.pages1664-1676en_US


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