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Department of Computer Science

University of California, Santa Barbara

Abstract

Real-time Rendering with Wavelet-Compressed Multi-Dimensional Datasets on the GPU

by: Stephen DiVerdi, Nicola Candussi, and Tobias Hollerer

Abstract:

We present a method for using large, high dimension and high dynamic range datasets on modern graphics hardware. Datasets are preprocessed with a discrete wavelet transform, insignificant coefficients are removed, and the resulting compressed data is stored in standard 2D texture memory. A set of drop-in shader functions allows any shader program to sample the wavelet-encoded textures without additional programming. We demonstrate our technique in three applications - a terrain renderer with a 16384^2 sample RGB texture map, a volume renderer with a 512^3 sample 3D dataset, and a complex material shader using an unapproximated BRDF dataset, sampled at 64^4 in RGB.

Keywords:

Texture Compression, Wavelets, Programmable Shaders, Large Textures, BRDF, Volume Rendering, Multi-dimensional Functions

Date:

January 2005

Document: 2005-05

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