Andujar, C.Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.2021-06-182021-06-182021978-3-03868-152-6https://doi.org/10.2312/pt.20111129https://diglib.eg.org:443/handle/10.2312/pt20111129High-quality texture minification techniques, including trilinear and anisotropic filtering, require texture data to be arranged into a collection of prefiltered texture maps called mipmaps. In this paper we present a compression scheme for mipmapped textures which achieves much higher quality than current native schemes by exploiting image coherence across mipmap levels. The basic idea is to use a high-quality native compressed format for the upper levels of the mipmap pyramid (to retain efficient minification filtering) together with a novel compact representation of the detail provided by the highest-resolution mipmap. Key elements of our approach include delta-encoding of the luminance signal, efficient encoding of coherent regions through texel runs following a Hilbert scan, a scheme for run encoding supporting fast random-access, and a predictive approach for encoding indices of variable-length blocks. We show that our scheme clearly outperforms native 6:1 compressed texture formats in terms of image quality while still providing real-time rendering of trilinearly-filtered textures.I.3.7 [Computer Graphics]3D Graphics and RealismTextureHigh-quality Compression of Mipmapped Textures10.2312/pt.2011112953-60