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dc.contributor.authorSun, Wenen_US
dc.contributor.authorLu, Yanen_US
dc.contributor.authorWu, Fengen_US
dc.contributor.authorLi, Shipengen_US
dc.contributor.editorDavid Luebke and John Owensen_US
dc.date.accessioned2013-10-28T10:19:27Z
dc.date.available2013-10-28T10:19:27Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905674-09-5en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH08/085-094en_US
dc.description.abstractIn this paper, we propose a simple yet effective scheme (named DHTC) for HDR (high dynamic range) texture compression based on the popular LDR (low dynamic range) texture compression scheme - S3TC/DXTC. In the proposed scheme, the original HDR texture is first pre-processed with adaptive color transform and local dynamic range reduction. Then a color distribution linearization process and a joint-channel texture coding process are applied iteratively to generate the compressed HDR texture at 8 bpp. These techniques lead to near lossless visual quality comparable to and even better than the state-of-the-art HDR texture compression schemes. Since DHTC is built upon the ubiquitous DXTC, dedicated DHTC hardware design only needs moderate extension on current hardware. Furthermore, the proposed DHTC format is not only suitable for HDR textures, but also LDR textures with alpha channels. We believe this paper provides a unique solution to meet all the practical requirements for HDR and LDR texture compression.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Textureen_US
dc.titleDHTC: An Effective DXTC-based HDR Texture Compression Schemeen_US
dc.description.seriesinformationGraphics Hardwareen_US


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