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dc.contributor.authorAndujar, C.en_US
dc.contributor.editorSilva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.en_US
dc.date.accessioned2021-06-18T07:47:43Z
dc.date.available2021-06-18T07:47:43Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-152-6
dc.identifier.urihttps://doi.org/10.2312/pt.20111129
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20111129
dc.description.abstractHigh-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.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subject3D Graphics and Realism
dc.subjectTexture
dc.titleHigh-quality Compression of Mipmapped Texturesen_US
dc.description.seriesinformationV Ibero-American Symposium in Computer Graphics
dc.description.sectionheadersLights Fields and Image Processing
dc.identifier.doi10.2312/pt.20111129
dc.identifier.pages53-60


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