Real-time low-frequency signal modulated texture compression using intensity dilation.

I3D '14: Symposium on Interactive 3D Graphics and Games San Francisco California March, 2014(2014)

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摘要
We present a real-time algorithm for compressing textures based on low frequency signal modulated (LFSM) texture compression. Our formulation is based on intensity dilation and exploits the notion that the most important features of an image are those with high contrast ratios. We present a simple two pass algorithm for propagating the extremal intensity values that contribute to these contrast ratios into the compressed encoding. We use our algorithm to compress PVRTC textures in real-time and compare our performance with prior techniques in terms of speed and quality. http://gamma.cs.unc.edu/FasTC
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