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Conference Paper: Rendering from compressed high dynamic range textures on programmable graphics hardware

TitleRendering from compressed high dynamic range textures on programmable graphics hardware
Authors
KeywordsGame programming
Games & GPUs
Graphics hardware
High dynamic range image
Texture compression
Texturing techniques
Issue Date2007
Citation
Proceedings - I3d 2007, Acm Siggraph Symposium On Interactive 3D Graphics And Games, 2007, p. 17-24 How to Cite?
AbstractHigh dynamic range (HDR) images are increasingly employed in games and interactive applications for accurate rendering and illumination. One disadvantage of HDR images is their large data size; unfortunately, even though solutions have been proposed for future hardware, commodity graphics hardware today does not provide any native compression for HDR textures. In this paper, we perform extensive study of possible methods for supporting compressed HDR textures on commodity graphics hardware. A desirable solution must be implementable on DX9 generation hardware, as well as meet the following requirements. First, the data size should be small and the reconstruction quality must be good. Second, the decompression must be efficient; in particular, bilinear/trilinear/anisotropic texture filtering ought to be performed via native texture hardware instead of custom pixel shader filtering. We present a solution that optimally meets these requirements. Our basic idea is to convert a HDR texture to a custom LUVW space followed by an encoding into a pair of 8-bit DXT textures. Since DXT format is supported on modern commodity graphics hardware, our approach has wide applicability. Our compression ratio is 3:1 for FP16 inputs, allowing applications to store 3 times the number of HDR texels in the same memory footprint. Our decompressor is efficient and can be implemented as a short pixel program. We leverage existing texturing hardware for fast decompression and native texture filtering, allowing HDR textures to be utilized just like traditional 8-bit DXT textures. Our reduced data size has a further advantage: it is even faster than rendering from uncompressed HDR textures due to our reduced texture memory access. Given the quality and efficiency, we believe our approach suitable for games and interactive applications. Copyright © 2007 by the Association for Computing Machinery, Inc.
Persistent Identifierhttp://hdl.handle.net/10722/141796
References

 

DC FieldValueLanguage
dc.contributor.authorWang, Len_HK
dc.contributor.authorWang, Xen_HK
dc.contributor.authorSloan, PPen_HK
dc.contributor.authorWei, LYen_HK
dc.contributor.authorTong, Xen_HK
dc.contributor.authorGuo, Ben_HK
dc.date.accessioned2011-09-27T03:02:04Z-
dc.date.available2011-09-27T03:02:04Z-
dc.date.issued2007en_HK
dc.identifier.citationProceedings - I3d 2007, Acm Siggraph Symposium On Interactive 3D Graphics And Games, 2007, p. 17-24en_HK
dc.identifier.urihttp://hdl.handle.net/10722/141796-
dc.description.abstractHigh dynamic range (HDR) images are increasingly employed in games and interactive applications for accurate rendering and illumination. One disadvantage of HDR images is their large data size; unfortunately, even though solutions have been proposed for future hardware, commodity graphics hardware today does not provide any native compression for HDR textures. In this paper, we perform extensive study of possible methods for supporting compressed HDR textures on commodity graphics hardware. A desirable solution must be implementable on DX9 generation hardware, as well as meet the following requirements. First, the data size should be small and the reconstruction quality must be good. Second, the decompression must be efficient; in particular, bilinear/trilinear/anisotropic texture filtering ought to be performed via native texture hardware instead of custom pixel shader filtering. We present a solution that optimally meets these requirements. Our basic idea is to convert a HDR texture to a custom LUVW space followed by an encoding into a pair of 8-bit DXT textures. Since DXT format is supported on modern commodity graphics hardware, our approach has wide applicability. Our compression ratio is 3:1 for FP16 inputs, allowing applications to store 3 times the number of HDR texels in the same memory footprint. Our decompressor is efficient and can be implemented as a short pixel program. We leverage existing texturing hardware for fast decompression and native texture filtering, allowing HDR textures to be utilized just like traditional 8-bit DXT textures. Our reduced data size has a further advantage: it is even faster than rendering from uncompressed HDR textures due to our reduced texture memory access. Given the quality and efficiency, we believe our approach suitable for games and interactive applications. Copyright © 2007 by the Association for Computing Machinery, Inc.en_HK
dc.languageengen_US
dc.relation.ispartofProceedings - I3D 2007, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Gamesen_HK
dc.subjectGame programmingen_HK
dc.subjectGames & GPUsen_HK
dc.subjectGraphics hardwareen_HK
dc.subjectHigh dynamic range imageen_HK
dc.subjectTexture compressionen_HK
dc.subjectTexturing techniquesen_HK
dc.titleRendering from compressed high dynamic range textures on programmable graphics hardwareen_HK
dc.typeConference_Paperen_HK
dc.identifier.emailWei, LY:lywei@cs.hku.hken_HK
dc.identifier.authorityWei, LY=rp01528en_HK
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.doi10.1145/1230100.1230103en_HK
dc.identifier.scopuseid_2-s2.0-77950581967en_HK
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-77950581967&selection=ref&src=s&origin=recordpageen_HK
dc.identifier.spage17en_HK
dc.identifier.epage24en_HK
dc.identifier.scopusauthoridWang, L=35207052300en_HK
dc.identifier.scopusauthoridWang, X=22236166000en_HK
dc.identifier.scopusauthoridSloan, PP=7101852797en_HK
dc.identifier.scopusauthoridWei, LY=14523963300en_HK
dc.identifier.scopusauthoridTong, X=35885986300en_HK
dc.identifier.scopusauthoridGuo, B=7403276409en_HK
dc.identifier.citeulike1338178-

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