• DocumentCode
    3419075
  • Title

    A Hybrid Adaptive Normal Map Texture Compression Algorithm

  • Author

    Yang, Bailin ; Pan, Zhigen

  • Author_Institution
    State Key Lab. of CAD&CG, Zhejiang Univ., Hangzhou
  • fYear
    2006
  • fDate
    Nov. 29 2006-Dec. 1 2006
  • Firstpage
    349
  • Lastpage
    354
  • Abstract
    Normal mapping can reveal the details of complex geometry object and improve the photorealistic when rendering. However, GPU should compress a great number of normal textures to save the valuable video memory and limited bandwidth just as the common texture compression technology. This paper proposes a Hybrid Adaptive Normal Map Texture Compression Algorithm, which utilizes three useful tactics, which are TSSA, BlocklndexTable and I3DC, to compress the normal map texture according to its different features such as a great many of, few or fewer zero texels existed in the normal map texture. The experimental results and comparisons show that it can reach the compression rate of 5: 1 or more and achieve better image result than others´. What´s more, it will be a good candidate for hardware implementation because of its low cost.
  • Keywords
    data compression; image coding; image texture; BlocklndexTable; I3DC; hybrid adaptive normal map texture compression algorithm; normal map texture; valuable video memory; Algorithm design and analysis; Bandwidth; Compression algorithms; Costs; Frequency; Geometry; Hardware; Image coding; Space technology; Video compression;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Artificial Reality and Telexistence--Workshops, 2006. ICAT '06. 16th International Conference on
  • Conference_Location
    Hangzhou
  • Print_ISBN
    0-7695-2754-X
  • Type

    conf

  • DOI
    10.1109/ICAT.2006.11
  • Filename
    4089271