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Scalable texture compression using the wavelet transform

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Abstract

2D texture data represent one of the main data sources in 3D graphics, requiring large amounts of memory and bandwidth. Texture compression is of critical importance in this context to cope with these bottlenecks. To improve upon the available supported texture compression systems, several transform-based solutions have been proposed. These solutions, however, are not suitable for real-time texture sampling or provide insufficient image quality at medium to low rates. We propose a new scalable texture codec based on the 2D wavelet transform suitable for real-time rendering and filtering, using a new subband coding technique. The codec offers superior compression performance compared to the state-of-the-art, resolution scalability coupled with a wide variety of quality versus rate trade-offs as well as complexity scalability supported by the use of different wavelet filters.

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Notes

  1. We can do this by setting the OpenGL texture coordinate wrapping mode to GL_MIRRORED_REPEAT.

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Acknowledgments

The Kodim test images used in this paper are courtesy of KODAK [28]. This work was funded by the Agency for Innovation by Science and Technology in Flanders (IWT) through bursary SB-536, by the iMinds institute through the ICON project BAHAMAS and by the Research Foundation - Flanders (FWO).

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Andries, B., Lemeire, J. & Munteanu, A. Scalable texture compression using the wavelet transform. Vis Comput 33, 1121–1139 (2017). https://doi.org/10.1007/s00371-016-1269-1

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