Title: P1253297744ywPDG
1Rendering from CompressedHigh Dynamic Range
Textures on Programmable Graphics Hardware
Lvdi Wang1 Xi Wang1,3 Peter-Pike Sloan2Li-Yi
Wei1 Xin Tong1 Baining Guo11Microsoft
Research Asia2Microsoft Corporation3Bungie
Studio
2Introduction
- HDR images are gaining popularity in games
- Environment maps, etc
- Unfortunately, they are also large
- No adequate HDR compression format for current
generation GPU yet
3Previous Work
- Emphasize that none of these provide satisfactory
answers for currently available hardware (DX9,
DX10, and game consoles)
4Our Contribution
- A compressed HDR format implement-able on DX9
level hardware - Advantages
- Small storage 1 HDR texture ? two DXT5 textures
- High quality
- Fast decompression using pixel program and native
hardware texture filtering
5Our Approach(will contain multiple slides)
- Section 3 of our paper
- Start with Figure 1
- Emphasize the major idea how to represent
floating point quantities into several
fixed-point intervals. - Put our Figure 2 here, but rid of that white
background.
6Design Decision(another option is to splice
these slides with the algorithm portion)
- Section 4 of our paper
- Color space
- Texture format
- Residual computation
- Codec
7Quantization Range and Precision(Explain why)
original
2x6 bit
1x12 bit
8Why Residual?
residual on
residual off
9Residual Computation(provide intuitive
explanation of why)
residual ratio
original
residual
10Codec
NV DXT
original
ours
11Results
- Essentially Table 2 and Figure 6, but instead of
a big table that is difficult to read for a
presentation, use plots.
12Environment Map Rendering(Ought to show life
demo and also zooming in on differences)
FP16 366 fps
Our LUVW 482 fps
13Quality Comparison Big Fog(Might be better to
show .pfm images and change exposures
side-by-side)
original
our result
14Quality Comparison Memorial
original
our result
15Conclusions and Future Work
16Acknowledgements
- Qiang Meng and Xianyou Hou
- Help on coding and experiments
- Anonymous reviewers
- Especially the one providing more efficient
shader
17Thank You!
18(No Transcript)