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Rendering from Compressed High Dynamic Range Textures on Programmable Graphics Hardware

机译:从可编程图形硬件上的压缩高动态范围纹理渲染

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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.
机译:高动态范围(HDR)图像在游戏和用于精确渲染和照明的交互式应用程序越来越多地采用。 HDR图像的一个缺点是他们的大数据量;不幸的是,尽管解决方案已经被提出了未来的硬件,今天商品图形硬件不提供HDR纹理任何本地压缩。在本文中,我们执行的可能的方法广泛的研究支持商品图形硬件压缩HDR纹理。理想的解决方案必须是对DX9代硬件实现的,以及满足以下要求。首先,数据大小要小和重建质量必须好。其次,减压必须是有效的;特别是,双线性/三线性/各向异性纹理滤波应该被经由天然纹理代替硬件定制像素着色滤波来执行。我们提出了最佳满足这些需求的解决方案。我们的基本思路是将HDR纹理转化为一个自定义LUVW空间,然后编码为一对8位DXT材质。由于DXT格式支持现代商品图形硬件,我们的方法具有广泛的适用性。我们的压缩比为3:1 FP16输入,从而允许应用程序存储在同一内存占用HDR纹理像素的3倍的数量。我们解压缩效率高,可以实现为一个短路像素程序。我们充分利用现有的纹理硬件快速减压和本地纹理过滤,从而可以利用HDR纹理就像传统的8位DXT材质。我们减少的数据大小还有个优点:它是速度甚至比从未经压缩的HDR纹理渲染由于我们减少纹理内存访问。考虑到质量和效率,我们相信我们的方法适用于游戏和交互式应用程序。

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