Variable bit rate GPU texture decompression
| dc.contributor.author | Olano, Marc | |
| dc.contributor.author | Baker, Dan | |
| dc.contributor.author | Griffin, Wesley | |
| dc.contributor.author | Barczak, Joshua | |
| dc.date.accessioned | 2026-03-05T19:36:38Z | |
| dc.date.issued | 2011-07-19 | |
| dc.description | Eurographics Symposium on Rendering 2011, Prague, Czech Republic, June 27-29, 2011 | |
| dc.description.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. | |
| dc.description.uri | https://onlinelibrary.wiley.com/doi/10.1111/j.1467-8659.2011.01989.x | |
| dc.format.extent | 10 pages | |
| dc.genre | journal articles | |
| dc.genre | preprints | |
| dc.genre | conference papers and proceedings | |
| dc.identifier | doi:10.13016/m2wucx-xe2y | |
| dc.identifier.citation | Olano, Marc, Dan Baker, Wesley Griffin, and Joshua Barczak. “Variable Bit Rate GPU Texture Decompression.” Proceedings of the Twenty-Second Eurographics Conference on Rendering, EGSR ’11, June 27, 2011, 1299–308. https://doi.org/10.1111/j.1467-8659.2011.01989.x. | |
| dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2011.01989.x | |
| dc.identifier.uri | http://hdl.handle.net/11603/42168 | |
| dc.language.iso | en | |
| dc.publisher | Wiley | |
| dc.relation.isAvailableAt | The University of Maryland, Baltimore County (UMBC) | |
| dc.relation.ispartof | UMBC College of Engineering and Information Technology Dean's Office | |
| dc.relation.ispartof | UMBC Computer Science and Electrical Engineering Department | |
| dc.relation.ispartof | UMBC Faculty Collection | |
| dc.relation.ispartof | UMBC Student Collection | |
| dc.rights | This is the pre-peer reviewed version of the following article: Olano, Marc, Dan Baker, Wesley Griffin, and Joshua Barczak. “Variable Bit Rate GPU Texture Decompression.” Proceedings of the Twenty-Second Eurographics Conference on Rendering, EGSR ’11, June 27, 2011, 1299–308. https://doi.org/10.1111/j.1467-8659.2011.01989.x., which has been published in final form at https://doi.org/10.1111/j.1467-8659.2011.01989.x. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. | |
| dc.subject | UMBC Ebiquity Research Group | |
| dc.subject | UMBC Visualization, Animation, Non-photorealistic Graphics, Object modeling, and Graphics Hardware (VANGOH) Labs | |
| dc.title | Variable bit rate GPU texture decompression | |
| dc.type | Text | |
| dcterms.creator | https://orcid.org/0000-0003-4209-6103 | |
| dcterms.creator | https://orcid.org/0000-0002-3615-1463 |
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