Advanced

Texture compression of light maps using smooth profile functions

Rasmusson, Jim LU ; Ström, Jacob; Wennersten, Per; Doggett, Michael LU and Akenine-Möller, Tomas LU (2010) High Performance Graphics, 2010 In [Host publication title missing] p.143-152
Abstract
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, do not handle well. The application writer must therefore choose between doubling the bit rate by choosing a codec such as BC7, or accept the compression artifacts, neither of which is desirable. The situation is aggravated by the recent popularity of radiosity normal maps, where three light maps plus a normal map are used for each surface. We present a new texture compression algorithm targeting smoothly varying textures, such as the light maps used in radiosity normal mapping. On high-resolution light map data from real... (More)
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, do not handle well. The application writer must therefore choose between doubling the bit rate by choosing a codec such as BC7, or accept the compression artifacts, neither of which is desirable. The situation is aggravated by the recent popularity of radiosity normal maps, where three light maps plus a normal map are used for each surface. We present a new texture compression algorithm targeting smoothly varying textures, such as the light maps used in radiosity normal mapping. On high-resolution light map data from real games, the proposed method shows quality improvements of 0.7 dB in PSNR over ETC2, and 2.8 dB over DXT1, for the same bit rate. As a side effect, our codec can also compress many standard images (not light maps) with better quality than DXT1/ETC2. (Less)
Please use this url to cite or link to this publication:
author
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
in
[Host publication title missing]
pages
10 pages
publisher
Eurographics Association
conference name
High Performance Graphics, 2010
language
English
LU publication?
yes
id
037b110c-e24c-41a1-aeef-04a95c0bcb10 (old id 1653355)
alternative location
http://fileadmin.cs.lth.se/graphics/research/papers/2010/lmc/
date added to LUP
2010-08-19 09:50:51
date last changed
2016-07-11 08:15:01
@misc{037b110c-e24c-41a1-aeef-04a95c0bcb10,
  abstract     = {Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, do not handle well. The application writer must therefore choose between doubling the bit rate by choosing a codec such as BC7, or accept the compression artifacts, neither of which is desirable. The situation is aggravated by the recent popularity of radiosity normal maps, where three light maps plus a normal map are used for each surface. We present a new texture compression algorithm targeting smoothly varying textures, such as the light maps used in radiosity normal mapping. On high-resolution light map data from real games, the proposed method shows quality improvements of 0.7 dB in PSNR over ETC2, and 2.8 dB over DXT1, for the same bit rate. As a side effect, our codec can also compress many standard images (not light maps) with better quality than DXT1/ETC2.},
  author       = {Rasmusson, Jim and Ström, Jacob and Wennersten, Per and Doggett, Michael and Akenine-Möller, Tomas},
  language     = {eng},
  pages        = {143--152},
  publisher    = {ARRAY(0x8d96e68)},
  series       = {[Host publication title missing]},
  title        = {Texture compression of light maps using smooth profile functions},
  year         = {2010},
}