2006
DOI: 10.1145/1141911.1141944
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High dynamic range texture compression for graphics hardware

Abstract: In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynamic range textures at low bit rates. First, the S3TC low dynamic range texture compression scheme is extended in order to enable compression of HDR data. Second, we introduce a novel robust algorithm that offers superior image quality. Our algorithm can be efficiently implemented in hardware, and supports textures with a dynamic range of over 10 9 :1. At a fixed rate of 8 bits per pixel, we obtain results virtual… Show more

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Cited by 46 publications
(44 citation statements)
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“…To extend the range of LDR metrics and to consider the sensitivity of the HVS, Aydin et al [20] have proposed the perceptually uniform (PU) encoding. Another approach to apply LDR metrics on HDR images was proposed in [21]. This technique consists in tone-mapping the HDR image to several LDR images with different exposure ranges and to take the average objective score computed on each exposure.…”
Section: Introductionmentioning
confidence: 99%
“…To extend the range of LDR metrics and to consider the sensitivity of the HVS, Aydin et al [20] have proposed the perceptually uniform (PU) encoding. Another approach to apply LDR metrics on HDR images was proposed in [21]. This technique consists in tone-mapping the HDR image to several LDR images with different exposure ranges and to take the average objective score computed on each exposure.…”
Section: Introductionmentioning
confidence: 99%
“…One may also notice that, due to the tone-mapping effect, the close-up shots extracted from Room image present some aliasing effects and artifacts in color transitions. To evaluate the effectiveness of our compression method in the case of HDR reconstruction, we use the Multi-Exposure Peak Signal Noise Ratio (mPSNR) [13], which is a popular objective quality metric for assessing HDR compression methods. For a given HDR image, several tone mapped versions with different exposure parameter values, are created, and then PSNR measures are calculated for these tone-mapped versions.…”
Section: Performance Resultsmentioning
confidence: 99%
“…Despite proposals for future hardware design [Munkberg et al 2006;Roimela et al 2006], current generation GPUs do not provide adequate support for compressed HDR textures. We provide a solution to address this issue.…”
Section: Discussionmentioning
confidence: 99%
“…In particular, both [Munkberg et al 2006;Roimela et al 2006] concentrate HDR information into one luminance channel for easy processing.…”
Section: Color Space Conversionmentioning
confidence: 99%
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