Report ID
2005-05
Report Authors
Stephen DiVerdi, Nicola Candussi, and Tobias Hollerer
Report Date
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.
Document
2005-05.pdf982.4 KB