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GPU-Oriented JPEG-Like Texture Compression

机译:面向GPU的JPEG样纹理压缩

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This paper presents a study on using lossy texture compression techniques that include a lossless variable-length coding. The encoding process is performed on the CPU and the decoding is designed to run on the GPU in real-time. In this study we have investigated the widely accepted JPEG standard and modified it to fit the stream processing nature of contemporary GPUs. We have found that this compression technique is valid for many interactive graphics applications that hit the limit of the available video memory, such as computer games. This approach can dramatically reduce video memory and bandwidth consumption without compromising image quality too much. Our experimental results show that it is possible to decode around 312-mega texels per second,i.e., decoding a 1K x 1K texture at 312 fps.
机译:本文提出了使用有损纹理压缩技术的研究,该技术包括无损可变长度编码。编码过程在CPU上执行,解码设计为在GPU上实时运行。在这项研究中,我们研究了广泛接受的JPEG标准,并对其进行了修改以适合现代GPU的流处理性质。我们发现,这种压缩技术对于许多达到可用视频内存极限的交互式图形应用程序都是有效的,例如计算机游戏。这种方法可以显着减少视频内存和带宽消耗,而不会过多影响图像质量。我们的实验结果表明,每秒可以解码大约312兆像素,即以312 fps解码1K x 1K纹理。

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