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DHTC: an effective DXTC-based HDR texture compression scheme

Published: 20 June 2008 Publication History

Abstract

In 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.

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Cited By

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  • (2014)Real-time low-frequency signal modulated texture compression using intensity dilationProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556719(127-134)Online publication date: 14-Mar-2014
  • (2012)Base-delta-immediate compressionProceedings of the 21st international conference on Parallel architectures and compilation techniques10.1145/2370816.2370870(377-388)Online publication date: 19-Sep-2012

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cover image ACM Conferences
GH '08: Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
June 2008
105 pages
ISBN:9783905674095

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Eurographics Association

Goslar, Germany

Publication History

Published: 20 June 2008

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  • Research-article

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GH08
Sponsor:
  • SIGGRAPH
  • Microsoft Research
  • Intel
  • EUROGRAPHICS
GH08: Graphics Hardware
June 20 - 21, 2008
Sarajevo, Bosnia and Herzegovina

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GH '08 Paper Acceptance Rate 11 of 32 submissions, 34%;
Overall Acceptance Rate 37 of 94 submissions, 39%

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View all
  • (2014)Real-time low-frequency signal modulated texture compression using intensity dilationProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556719(127-134)Online publication date: 14-Mar-2014
  • (2012)Base-delta-immediate compressionProceedings of the 21st international conference on Parallel architectures and compilation techniques10.1145/2370816.2370870(377-388)Online publication date: 19-Sep-2012

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