DocumentCode
2277342
Title
Low latency universal buffer compression and decompression for mobile graphics applications
Author
Lok, Ka-Hang ; Lu, Yen-Chang ; Chien, Shao-Yi
Author_Institution
Dept. of Electr. Eng., Nat. Taiwan Univ., Taipei, Taiwan
fYear
2010
fDate
19-23 July 2010
Firstpage
814
Lastpage
819
Abstract
Due to the thirst for bandwidth resource and the limitation of device size, mobile GPUs face more challenges than their desktop counterparts do when seeking realistic visual quality. To alleviate the severely restricted situation mobile GPUs in, we propose a new universal buffer compression method to handle both color and depth data with the same hardware unit. While the previous state-of-the-arts mainly focus on achieving high compression ratio but leave the decompression latency out of consideration, our method tends to reach a good compromise between two of them. Moreover, by adopting similar concept used in color/depth compression to DXT5 texture compression method, better quality can be achieved without introducing any decoding latency in retrieving a texel.
Keywords
computer graphic equipment; computer graphics; coprocessors; data compression; mobile computing; DXT5 texture compression method; buffer decompression; decoding latency; low latency universal buffer compression; mobile GPU; mobile graphics applications; texel retrieval; visual quality; Algorithm design and analysis; Encoding; Graphics; Hardware; Image color analysis; Pixel; Prediction algorithms; Buffer compression; texture compression;
fLanguage
English
Publisher
ieee
Conference_Titel
Multimedia and Expo (ICME), 2010 IEEE International Conference on
Conference_Location
Suntec City
ISSN
1945-7871
Print_ISBN
978-1-4244-7491-2
Type
conf
DOI
10.1109/ICME.2010.5582567
Filename
5582567
Link To Document