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Fractal-based hierarchical mip-pyramid texture compression

Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
Konferencja
International Conference on Computer Vision and Graphics ICCVG 2006 (25-27.09.2006 ; Warsaw, Poland)
Języki publikacji
EN
Abstrakty
EN
As the level of realism of computer-generated images increases with the number and resolution of textures, we faced the problem of limited hardware resources. Additionally, filtering methods require multiple access and extra memory space for texture representation, thus severely reducing the memory space and bandwidth, the most common example being mip-mapping technique. We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterised by low computational complexity, random access and a hierarchical structure, which allows access to the first three levels of an encoded mip-map pyramid. The hierarchical texture compression algorithm HiTC is based on a block-wise approach, where each block is subject to local fractal transform and further effectively coded by one level of the Laplacian Pyramid.
Rocznik
Strony
607--619
Opis fizyczny
Bibliogr. 31 poz., il., tab., wykr.
Twórcy
autor
autor
  • Institute of Computer Science, Warsaw University of Technology, Poland
Bibliografia
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  • [4] Campbell G., Defanti T.A., Frederiksen J., Joyce S. A., Leske L. A., Lindberg J. A., Sandin D. J.: Two Bit/Pixel Full Color Encoding, In Proceedings of SIGGRAPH (1986), vol. 22, pp. 215-223, 1986.
  • [5] Barnsley M., Sloan A.: A better way to compress images, BYTE, Volume 13, Issue 1, pp. 215-223, 1988.
  • [6] Jacquin, A. E.: Image coding based on a fractal theory of iterated contractive image transformations, IEEE Transactions on Image Processing, Volume 1, Issue 1, Jan. 1992, pp. 18-30, 1992.
  • [7] Dudbridge F.: Least squares block coding by fractal functions, Fractal Image Compression: Theory and Application to Digital Images, Springer-Verlag, New York, pp. 231 -244, 1995.
  • [8] Oien G. E., Lepsoy S.: A class of fractal image coders with fast decoder convergence, Fractal image compression: theory and application, pp: 153-175, 1995.
  • [9] Beers A. C., Agrawala M., Chaddha N.: Rendering from compressed textures, Siggraph 1996, pp. 373-378, July 1996.
  • [10] Torborg J., Kajiya J.: Talisman: Commodity Realtime 3D Graphics for the PC, Siggraph'96.
  • [11] Ning Lu: Fractal Imaging, Academic Press, 1997.
  • [12] 3dfx. FXT1: White paper. 3dfx Interactive, http://wwwdev.3dfx.com/fxtl/fxtlwhitepaper.pdf, 1999.
  • [13] Iourcha K., Nayak K., Hong Z.: System and Method for Fixed-Rate Block-based Image Compression with Inferred Pixels Values. In US Patent 5,956,431, 1999.
  • [14] Pereberin A. V.: Hierarchical Approach for Texture Compression, Proc. of GraphiCon '99, 195-199, 1999.
  • [15] Suzuoki, Kutaragi M., Hiroi K., Magoshi H., et. al.: A microprocessor with a 128-bit CPU, ten floating point MAC's, four floating-point dividers, and an MPEG-2 decoder, IEEE Journal of Solid-State Circuits, November 1999, Vol 34, Issue 11, 1999.
  • [16] Wohlberg B., Jager G.: A review of the fractal image coding literature, IEEE Transactions on Image Processing, vol. 8, no. 12, pp. 1716-1729, 1999.
  • [17] Chen C.-H., Lee C.-Y.: A JPEG-like texture compression with adaptive quantization for 3D graphics application. The Visual Computer, vol. 18, pp. 29-40, 2000.
  • [18] G. Sullivan, S. Estrop.: Video Rendering with 8-Bit YUV Formats, Microsoft Developer Network, 2000.
  • [19] Ivanov D., Kuzmin Y.: Color distribution - a new approach to texture compression. In Proceedings of Eurographics (2000), vol. 19, pp. C283-C289, 2000.
  • [20] Kwon Young-Su, Park In-Cheol, Kyung Chong-Min: Pyramid texture compression and decompression using interpolative vector quantization. Proceedings of 2000 International Conference on Image Processing, vol. 2, pp. 191-194, Sep. 10-13, 2000.
  • [21] Levkovich-Maslyuk L., Kalyuzhny P. G., Zhirkov A.: Texture compression with adaptive block partitions. ACM Multimedia 2000, 2000.
  • [22] Turner M. J.: Properties of fractal compression and their use within texture mapping, First IMA Conference on Fractal Geometry: Mathematical Methods, Algorithms and Applications, 2000.
  • [23] Akenine-Möller T., Strom J.: Graphics for the masses: A hardware rasterization architecture for mobile phones. ACM Transactions on Graphics, 22, 3 (2003), 801-808, 2003.
  • [24] Fenney S.: Texture compression using low-frequency signal modulation. In Graphics Hardware (2003), ACM Press, 2003.
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  • [26] Schneider J.: Kompressions- und Darstellungsmethoden für hochaufgelöste Volumendaten, Diploma Thesis (in English), RWTH Aachen, Germany, http://www.glhint.de/pub/data/thesis.pdf, 2003.
  • [27] Candussi N., DiVerdi S., Hollerer T.: Real-time rendering with wavelet-compressed multi-dimensional textures on the GPU. Computer Science Technical Report 2005-05, University of California, Santa Barbara, 2005.
  • [28] Strom J., Akenine-Moller T.: iPACKMAN: High-Quality, Low-Complexity texture compression for mobile phones, Graphics Hardware 2005, pp. 63-70, 2005.
  • [29] Tang Ying, Zhang Hongxin, Qing Wang, Bao Hujun: Importance-driven Texture encoding based on samples, in Proceedings of Computer Graphics International 2005, N.Y., 2005.
  • [30] Stachera J., Rokita P.: Hierarchical texture compression, WSCG Conference proceedings, 2006.
  • [31] Stachera J.: Hierarchical texture compression, http://staff.elka.pw.edu.pl/jstacher/, 2006.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BWA1-0027-0002
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