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Objective Image Quality Assessment of Texture Compression
| Content Provider | CiteSeerX |
|---|---|
| Author | Griffin, Wesley Olano, Marc |
| Abstract | Texture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compres-sion algorithms has explored both reduced fixed bit rate and vari-able bit rate algorithms. The results are evaluated at the individual texture level using Mean Square Error, Peak Signal-to-Noise Ratio, or visual image inspection. We argue this is the wrong evaluation approach. Compression artifacts in individual textures are likely visually masked in final rendered images and this masking is not accounted for when evaluating individual textures. This masking comes from both geometric mapping of textures onto models and the effects of combining different textures on the same model such as diffuse, gloss and bump maps. We evaluate final rendered images using rigorous perceptual error metrics. Our method samples the space of viewpoints in a scene, renders the scene from each viewpoint using variations of com-pressed textures, and then compares each to a ground truth using uncompressed textures from the same viewpoint. We show that masking has a significant effect on final rendered image quality, that graphics hardware compression algorithms are too conserva-tive, and reduced bit rates are possible while maintaining quality. |
| File Format | |
| Access Restriction | Open |
| Subject Keyword | Texture Compression Objective Image Quality Assessment Individual Texture Reduced Bit Rate Real-time Rendering Bandwidth Requirement Peak Signal-to-noise Ratio Significant Effect Visual Image Inspection Graphic Hardware Compression Algorithm Mean Square Error Wrong Evaluation Approach Rigorous Perceptual Error Metric Bit Rate Ground Truth Vari-able Bit Rate Algorithm Geometric Mapping Image Quality Individual Texture Level Compres-sion Algorithm Uncompressed Texture Com-pressed Texture Recent Research Different Texture Bump Map |
| Content Type | Text |