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P1253297744ywPDG

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Rendering from Compressed HDR Textures on a GPU – PowerPoint PPT presentation

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Title: P1253297744ywPDG


1
Rendering 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
2
Introduction
  • 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

3
Previous Work
  • Emphasize that none of these provide satisfactory
    answers for currently available hardware (DX9,
    DX10, and game consoles)

4
Our 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

5
Our 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.

6
Design Decision(another option is to splice
these slides with the algorithm portion)
  • Section 4 of our paper
  • Color space
  • Texture format
  • Residual computation
  • Codec

7
Quantization Range and Precision(Explain why)
original
2x6 bit
1x12 bit
8
Why Residual?
residual on
residual off
9
Residual Computation(provide intuitive
explanation of why)
residual ratio
original
residual
10
Codec
NV DXT
original
ours
11
Results
  • Essentially Table 2 and Figure 6, but instead of
    a big table that is difficult to read for a
    presentation, use plots.

12
Environment Map Rendering(Ought to show life
demo and also zooming in on differences)
FP16 366 fps
Our LUVW 482 fps
13
Quality Comparison Big Fog(Might be better to
show .pfm images and change exposures
side-by-side)
original
our result
14
Quality Comparison Memorial
original
our result
15
Conclusions and Future Work
16
Acknowledgements
  • Qiang Meng and Xianyou Hou
  • Help on coding and experiments
  • Anonymous reviewers
  • Especially the one providing more efficient
    shader

17
Thank You!
18
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