Texture compression using wavelet decomposition: a preview

P. Mavridis, Georgios Papaioannou
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引用次数: 3

Abstract

We present a new fixed-rate texture compression scheme based on the energy compaction properties of the Discrete Wavelet Transform. Targeting existing commodity graphics hardware and APIs, our method is using the DXT compression formats to perform the quantization and storage of the wavelet transform coefficients, ensuring very fast decoding speeds. An optimization framework minimizes the quantization error of the coefficients and improves the overall compression quality. Our method provides a variety of low bitrate encoding modes for the compression of grayscale and color textures. These encoding modes offer either improved quality or reduced storage over the DXT1 format. Furthermore, anisotropic texture filtering is performed efficiently with the help of the native texture hardware. The decoding speed and the simplicity of the implementation make our approach well suited for use in games and other interactive applications.
纹理压缩使用小波分解:预览
基于离散小波变换的能量压缩特性,提出了一种新的固定速率纹理压缩方案。针对现有的商品图形硬件和api,我们的方法是使用DXT压缩格式来执行小波变换系数的量化和存储,确保非常快的解码速度。优化框架最小化了系数的量化误差,提高了整体压缩质量。我们的方法为灰度和彩色纹理的压缩提供了多种低比特率编码模式。与DXT1格式相比,这些编码模式要么提高了质量,要么减少了存储空间。此外,在原生纹理硬件的帮助下,有效地进行了各向异性纹理滤波。解码速度和实现的简单性使我们的方法非常适合用于游戏和其他交互式应用程序。
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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