dc.contributor.author | Munkberg, Jacob | en_US |
dc.contributor.author | Akenine-Möller, Tomas | en_US |
dc.contributor.author | Ström, Jacob | en_US |
dc.contributor.editor | Marc Olano and Philipp Slusallek | en_US |
dc.date.accessioned | 2013-10-28T10:04:58Z | |
dc.date.available | 2013-10-28T10:04:58Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.isbn | 3-905673-37-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH06/095-101 | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Texture | en_US |
dc.title | High Quality Normal Map Compression | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |