A GPU-friendly method for high dynamic range texture compression using inverse tone mapping

A GPU-friendly method for high dynamic range texture compression using inverse tone mapping
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DOI:
10.1145/1375714.1375722
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发表时间:
2008-05
期刊:
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影响因子:
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通讯作者:
F. Banterle;Kurt Debattista;P. Ledda;A. Chalmers
F. Banterle;Kurt Debattista;P. Ledda;A. Chalmers
中科院分区:
其他
文献类型:
--
作者:
F. Banterle;Kurt Debattista;P. Ledda;A. Chalmers

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近年来,高动态范围纹理(HDRT)被频繁地用于实时应用和视频游戏中以增强真实感。不幸的是,HDRT会消耗大量内存,而且高效的压缩方法在现代GPU上并不容易实现。我们提出了一种使用色调映射及其对偶、逆色调映射进行HDRT压缩的框架。在我们的方法中,编码是通过使用色调映射算子压缩动态范围,然后是低动态范围成像的传统编码方法来执行的。我们的解码方法,对低动态范围的图像进行解码,并利用逆色调映射算子扩大其范围。我们给出了使用照片色调再现色调映射算子的结果,以及在当前可编程的GPU硬件上实时运行的S3TC逆编码的结果,使用快速着色器程序进行解码,得到了4-8比特/像素(BPP)的压缩HDRT。我们展示了与其他现有方法相比,我们的方法是如何有利的。
In recent years, High Dynamic Range Textures (HDRTs) have been frequently used in real-time applications and video-games to enhance realism. Unfortunately, HDRTs consume a considerable amount of memory, and efficient compression methods are not straightforward to implement on modern GPUs. We propose a framework for efficient HDRT compression using tone mapping and its dual, inverse tone mapping. In our method, encoding is performed by compressing the dynamic range using a tone mapping operator followed by a traditional encoding method for low dynamic range imaging. Our decoding method, decodes the low dynamic range image and expands its range with the inverse tone mapping operator. We present results using the Photographic Tone Reproduction tone mapping operator and its inverse encoded with S3TC running in real-time on current programmable GPU-hardware resulting in compressed HDRTs at 4--8 bits per pixel (bpp), using a fast shader program for decoding. We show how our approach is favorable compared to other existing methods.