4 research outputs found

    Optimal context quantization in lossless compression of image data sequences

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    Digital Color Imaging

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    This paper surveys current technology and research in the area of digital color imaging. In order to establish the background and lay down terminology, fundamental concepts of color perception and measurement are first presented us-ing vector-space notation and terminology. Present-day color recording and reproduction systems are reviewed along with the common mathematical models used for representing these devices. Algorithms for processing color images for display and communication are surveyed, and a forecast of research trends is attempted. An extensive bibliography is provided

    Space-optimized texture atlases

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    Texture atlas parameterization provides an effective way to map a variety of colour and data attributes from 2D texture domains onto polygonal surface meshes. Most of the existing literature focus on how to build seamless texture atlases for continuous photometric detail, but little e ort has been devoted to devise e cient techniques for encoding self-repeating, uncontinuous signals such as building facades. We present a perception-based scheme for generating space-optimized texture atlases speci cally designed for intentionally non-bijective parameterizations. Our scheme combines within-chart tiling support with intelligent packing and perceptual measures for assigning texture space in accordance to the amount of information contents of the image and on its saliency. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model of an European city. Our scheme achieves signi cant compression ratios and speed-up factors with visually indistinguishable results. We developed a technique that generates space-optimized texture atlases for the particular encoding of uncontinuous signals projected onto geometry. The scene is partitioned using a texture atlas tree that contains for each node a texture atlas. The leaf nodes of the tree contain scene geometry. The level of detail is controlled by traversing the tree and selecting the appropriate texture atlas for a given viewer position and orientation. In a preprocessing step, textures associated to each texture atlas node of the tree are packed. Textures are resized according to a given user-de ned texel size and the size of the geometry that are projected onto. We also use perceptual measures to assign texture space in accordance to image detail. We also explore different techniques for supporting texture wrapping of uncontinuous signals, which involved the development of e cient techniques for compressing texture coordinates via the GPU. Our approach supports texture ltering and DXTC compression without noticeable artifacts. We have implemented a prototype version of our space-optimized texture atlases technique and used it to render the 3D city model of Barcelona achieving interactive rendering frame rates. The whole model was composed by more than three million triangles and contained more than twenty thousand different textures representing the building facades with an average original resolution of 512 pixels per texture. Our scheme achieves up 100:1 compression ratios and speed-up factors of 20 with visually indistinguishable results

    Improved Encoding for Compressed Textures

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    For the past few decades, graphics hardware has supported mapping a two dimensional image, or texture, onto a three dimensional surface to add detail during rendering. The complexity of modern applications using interactive graphics hardware have created an explosion of the amount of data needed to represent these images. In order to alleviate the amount of memory required to store and transmit textures, graphics hardware manufacturers have introduced hardware decompression units into the texturing pipeline. Textures may now be stored as compressed in memory and decoded at run-time in order to access the pixel data. In order to encode images to be used with these hardware features, many compression algorithms are run offline as a preprocessing step, often times the most time-consuming step in the asset preparation pipeline. This research presents several techniques to quickly serve compressed texture data. With the goal of interactive compression rates while maintaining compression quality, three algorithms are presented in the class of endpoint compression formats. The first uses intensity dilation to estimate compression parameters for low-frequency signal-modulated compressed textures and offers up to a 3X improvement in compression speed. The second, FasTC, shows that by estimating the final compression parameters, partition-based formats can choose an approximate partitioning and offer orders of magnitude faster encoding speed. The third, SegTC, shows additional improvement over selecting a partitioning by using a global segmentation to find the boundaries between image features. This segmentation offers an additional 2X improvement over FasTC while maintaining similar compressed quality. Also presented is a case study in using texture compression to benefit two dimensional concave path rendering. Compressing pixel coverage textures used for compositing yields both an increase in rendering speed and a decrease in storage overhead. Additionally an algorithm is presented that uses a single layer of indirection to adaptively select the block size compressed for each texture, giving a 2X increase in compression ratio for textures of mixed detail. Finally, a texture storage representation that is decoded at runtime on the GPU is presented. The decoded texture is still compressed for graphics hardware but uses 2X fewer bytes for storage and network bandwidth.Doctor of Philosoph
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