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Rendering from compressed high dynamic range textures on programmable graphics hardware
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Symposium on Interactive 3D Graphics archive
Proceedings of the 2007 symposium on Interactive 3D graphics and games table of contents
Seattle, Washington
SESSION: GPU techniques table of contents
Pages: 17 - 24  
Year of Publication: 2007
ISBN:978-1-59593-628-8
Authors
Lvdi Wang  Microsoft Research Asia
Xi Wang  Microsoft Research Asia
Peter-Pike Sloan  Microsoft Corporation
Li-Yi Wei  Microsoft Research Asia
Xin Tong  Microsoft Research Asia
Baining Guo  Microsoft Research Asia
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Green, C., and McTaggart, G., 2006. High performance HDR rendering on DX9-class hardware, Mar. Poster presented at the ACM Symposium on Interactive 3D Graphics and Games.
 
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Industrial Light & Magic, 2003. OpenEXR. http://www.openexr.com/.
 
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Iourcha, K., Nayak, K., and Hong, Z., 1997. System and method for fixed-rate block-based image compression with inferred pixel values". US Patent 5,956,431. See also http://en.wikipedia.org/wiki/S3TC/.
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Collaborative Colleagues:
Lvdi Wang: colleagues
Xi Wang: colleagues
Peter-Pike Sloan: colleagues
Li-Yi Wei: colleagues
Xin Tong: colleagues
Baining Guo: colleagues