Variable Bit Rate GPU Texture Compression
Olano, Marc, Dan Baker, Wesley Griffin, and Joshua Barczak. 2011.
Variable Bit Rate GPU Texture Compression.
Computer Graphics Forum 30 (4): 1299-1308. DOI: 10.1111/j.1467-8659.2011.01989.x
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Abstract
Variable bit rate compression can achieve better quality and compression
rates than fixed bit rate methods. None the less, GPU texturing uses
lossy fixed bit rate methods like DXT to allow random access and
on-the-fly decompression during rendering. Changes in games and GPUs
since DXT was developed make its compression artifacts less acceptable,
and texture bandwidth less of an issue, but texture size is a serious
and growing problem. Games use a large total volume of texture data, but
have a much smaller active set. We present a new paradigm that separates
GPU decompression from rendering. Rendering is from uncompressed data,
avoiding the need for random access decompression. We demonstrate this
paradigm with a new variable bit rate lossy texture compression
algorithm that is well suited to the GPU, including a new GPU-friendly
formulation of range decoding, and a new texture compression scheme
averaging 12.4:1 lossy compression ratio on 471 real game textures with
a quality level similar to traditional DXT compression. The total game
texture set are stored in the GPU in compressed form, and decompressed
for use in a fraction of a second per scene.
GPU Surface Curvature Estimation on Deformable Meshes
Griffin, Wesley, Yu Wang, David Berrios, and Marc Olano. 2011.
GPU Surface Curvature Estimation on Deformable Meshes.
In Proceedings of the 2011 ACM SIGGRAPH Symposium on Interactive 3D
Graphics and Games (I3D), 159-166 New York: ACM. DOI: 10.1145/1944745.1944772
Best Paper Honorable Mention
Links
Abstract
Surface curvature is used in a number of areas in computer graphics,
including texture synthesis and shape representation, mesh
simplification, surface modeling, and non-photorealistic line drawing.
Most real-time applications must estimate curvature on a triangular
mesh. This estimation has been limited to CPU algorithms, forcing object
geometry to reside in main memory. However, as more computational work
is done directly on the GPU, it is increasingly common for object
geometry to exist only in GPU memory. Examples include vertex skinned
animations and isosurfaces from GPU-based surface reconstruction
algorithms.
For static models, curvature can be pre-computed and CPU algorithms are
a reasonable choice. For deforming models where the geometry only
resides on the GPU, transferring the deformed mesh back to the CPU
limits performance. We introduce a GPU algorithm for estimating
curvature in real-time on arbitrary triangular meshes. We demonstrate
our algorithm with curvature-based NPR feature lines and a
curvature-based approximation for ambient occlusion. We show curvature
computation on volumetric datasets with a GPU isosurface extraction
algorithm and vertex-skinned animations. Our curvature estimation is up
to ~18x faster than a multi-threaded CPU benchmark.
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