HDR and Systems

Tuesday, 1 August
10:30 am - 12:15 pm
Hall C
Session Chair: Greg Ward, BrightSide Technologies

High-Dynamic-Range Texture Compression for Graphics Hardware
New compression schemes for HDR textures designed for graphics hardware. At a fixed rate of 8 bits per pixel, this method obtains results virtually indistinguishable from uncompressed HDR textures.

Jacob Munkberg
Petrik Clarberg
Jon Hasselgren
Tomas Akenine-Möller
Lunds universitet

High-Dynamic-Range Texture Compression
A novel compression scheme for high-dynamic-range textures, targeted for hardware implementation. 6:1 compression is achieved with high image fidelity and a very straightforward decoding logic.

Kimmo Roimela
Tomi Aarnio
Joonas Itäranta
Nokia Research Center

Backward Compatible High-Dynamic-Range MPEG Video Compression
Video of dynamic range up to 15 log-10 units is decomposed into a tone-mapped stream and a small residual stream. An HDR model of human visual perception is used to improve compression performance.

Rafal Mantiuk
Alexander Efremov
Karol Myszkowski
Hans-Peter Seidel
Max-Planck-Institut für Informatik

The Direct3D 10 System
A system architecture for fourth-generation programmable graphics processing units (GPUs). New pipeline stages for primitive generation and memory streaming are described along with motivation for other architecture decisions.

David Blythe
Microsoft Corporation