Rendering from compressed high dynamic range textures on programmable graphics hardware

Lvdi Wang, Xi Wang, Peter-Pike J. Sloan, Li-Yi Wei, Xin Tong, B. Guo
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引用次数: 21

Abstract

High 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.
在可编程图形硬件上从压缩的高动态范围纹理渲染
高动态范围(HDR)图像越来越多地用于游戏和交互式应用中,以实现准确的渲染和照明。HDR图像的一个缺点是数据量大;不幸的是,尽管已经为未来的硬件提出了解决方案,但今天的商品图形硬件并没有为HDR纹理提供任何本地压缩。在本文中,我们对在商品图形硬件上支持压缩HDR纹理的可能方法进行了广泛的研究。理想的解决方案必须能够在DX9生成硬件上实现,并满足以下要求。首先,数据量要小,重建质量要好。其次,减压必须是有效的;特别是,双线性/三线性/各向异性纹理过滤应该通过本地纹理硬件执行,而不是自定义像素着色器过滤。我们提出了一个最优地满足这些要求的解决方案。我们的基本想法是将HDR纹理转换为自定义LUVW空间,然后编码为一对8位DXT纹理。由于现代商用图形硬件支持DXT格式,因此我们的方法具有广泛的适用性。对于FP16输入,我们的压缩比是3:1,允许应用程序在相同的内存占用中存储3倍数量的HDR像素。我们的减压器是高效的,可以实现为一个短像素程序。我们利用现有的纹理硬件进行快速解压和本地纹理过滤,允许HDR纹理像传统的8位DXT纹理一样被利用。我们减少的数据大小还有一个进一步的优势:它比未压缩的HDR纹理渲染更快,因为我们减少了纹理内存访问。考虑到质量和效率,我们相信我们的方法适合游戏和交互式应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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