dc.contributor.author | Andujar, C. | en_US |
dc.contributor.editor | Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M. | en_US |
dc.date.accessioned | 2021-06-18T07:47:43Z | |
dc.date.available | 2021-06-18T07:47:43Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-152-6 | |
dc.identifier.uri | https://doi.org/10.2312/pt.20111129 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/pt20111129 | |
dc.description.abstract | High-quality texture minification techniques, including trilinear and anisotropic filtering, require texture data to be arranged into a collection of prefiltered texture maps called mipmaps. In this paper we present a compression scheme for mipmapped textures which achieves much higher quality than current native schemes by exploiting image coherence across mipmap levels. The basic idea is to use a high-quality native compressed format for the upper levels of the mipmap pyramid (to retain efficient minification filtering) together with a novel compact representation of the detail provided by the highest-resolution mipmap. Key elements of our approach include delta-encoding of the luminance signal, efficient encoding of coherent regions through texel runs following a Hilbert scan, a scheme for run encoding supporting fast random-access, and a predictive approach for encoding indices of variable-length blocks. We show that our scheme clearly outperforms native 6:1 compressed texture formats in terms of image quality while still providing real-time rendering of trilinearly-filtered textures. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | |
dc.subject | 3D Graphics and Realism | |
dc.subject | Texture | |
dc.title | High-quality Compression of Mipmapped Textures | en_US |
dc.description.seriesinformation | V Ibero-American Symposium in Computer Graphics | |
dc.description.sectionheaders | Lights Fields and Image Processing | |
dc.identifier.doi | 10.2312/pt.20111129 | |
dc.identifier.pages | 53-60 | |