Texture Compression using Low-Frequency Signal Modulation (English)

in Graphics Hardware ; 84-91
Graphics Hardware
The Eurographics Association , Postfach 8043, 38621 Goslar, Germany; 2003

This paper presents a new, lossy texture compression technique that is suited to implementation on low-cost, low-bandwidth devices as well as more powerful rendering systems. It uses a representation that is based on the blending of two (or more) `low frequency' signals using a high frequency but low precision modulation signal. Continuity of the low frequency signals helps to avoid block artefacts. Decompression costs are kept low through use of fixed-rate encoding and by eliminating indirect data access, as needed with Vector Quantisation schemes. Good quality reproduction of (A)RGB textures is achieved with a choice of 4bpp or 2bpp representations.

How to get this document?
Download
Commercial Copyright fee: €14.50 Basic fee: €4.00 Total price: €18.50
Academic Copyright fee: €4.50 Basic fee: €2.00 Total price: €6.50

Document information

  • Title:
    Texture Compression using Low-Frequency Signal Modulation
  • Author / Creator:
  • Page:
    84-91
  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
  • Year of publication:
    2003
  • Size:
    8 pages
  • ISBN:
  • ISSN:
  • DOI:
  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
  • Language:
    English

Table of contents conference proceedings

The table of contents of the conference proceedings is generated automatically, so it can be incomplete, although all articles are available in the TIB.

7
Automatic Shader Level of Detail
Olano, Marc / Kuehne, Bob / Simmons, Maryann | 2003
15
Mesh Mutation in Programmable Graphics Hardware
Shiue, Le-Jeng / Goel, Vineet / Peters, Jorg | 2003
25
CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware
Govindaraju, Naga K. / Redon, Stephane / Lin, Ming C. / Manocha, Dinesh | 2003
33
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
Assarsson, Ulf / Dougherty, Michael / Mounier, Michael / Akenine-Möller, Tomas | 2003
41
Photon Mapping on Programmable Graphics Hardware
Purcell, Timothy J. / Donner, Craig / Cammarano, Mike / Jensen, Henrik Wann / Hanrahan, Pat | 2003
51
GPU Algorithms for Radiosity and Subsurface Scattering
Carr, Nathan A. / Hall, Jesse D. / Hart, John C. | 2003
60
3D Graphics LSI Core for Mobile Phone "Z3D"
Kameyama, Masatoshi / Kato, Yoshiyuki / Fujimoto, Hitoshi / Negishi, Hiroyasu / Kodama, Yukio / Inoue, Yoshitsugu / Kawai, Hiroyuki | 2003
68
An Effective Hardware Architecture for Bump Mapping Using Angular Operation
Lee, S. G. / Park, W. C. / Lee, W. J. / Han, T. D. / Yang, S. B. | 2003
76
VoxelCache: A Cache-Based Memory Architecture for Volume Graphics
Kanus, U. / Wetekam, G. / Hirche, J. | 2003
84
Texture Compression using Low-Frequency Signal Modulation
Fenney, Simon | 2003
92
Simulation of Cloud Dynamics on Graphics Hardware
Harris, Mark J. / III, William V. Baxter / Scheuermann, Thorsten / Lastra, Anselmo | 2003
102
A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware
Goodnight, Nolan / Woolley, Cliff / Lewin, Gregory / Luebke, David / Humphreys, Greg | 2003
112
The FFT on a GPU
Moreland, Kenneth / Angel, Edward | 2003

Similar titles