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DHTC: An Effective DXTC-based HDR
      Texture Compression Scheme
           Wen Sun1,2 Yan Lu1 Feng Wu1 Shipeng Li1
                                   yanlu@microsoft.com
                                1 Microsoft Research Asia
         2 University of Science and Technology of China
Outline
• Background and related work
    ̵ High dynamic range (HDR) texture and its compression
• DHTC: DXTC-based HDR texture compression
    ̵ Extension of LDR texture format (i.e. DXTC) to HDR texture
       compression
     ̵ Unified 8-bpp format for LDR textures, HDR textures and
       alpha maps
• Results and summary




2
HDR Textures




    Low exposure    Medium exposure     High exposure

• The real world is high dynamic range
• A dynamic range of 10000:1 is common
• HDR rendering is gaining popularity in practice

3
HDR Texture Compression
• HDR textures are huge in size
    ̵ Currently used FP32/FP16 formats: 96/48 bits per pixel,
       4x/2x size of raw LDR RGB textures
     ̵ Consume too much memory and bandwidth
• Current status
    ̵ No HDR texture compression standard in industry
     ̵ No graphics card supports rendering from block-wise
       compressed HDR textures




4
Previous Work
• [Wang et al. 2007]
    ̵ 16-bpp HDR texture format
     ̵ Utilization of current generation GPUs
• [Roimela et al. 2006, 2008]
    ̵ 8-bpp HDR texture format
     ̵ Simple hardware decoder
• [Munkberg et al. 2006, 2008]
    ̵ 8-bpp HDR texture format
     ̵ Near lossless visual quality



5
Our Insights
• HDR texture compression scheme can be built upon
  existing LDR texture compression scheme
    ̵ Lead to a unified compression framework
     ̵ Reuse existing hardware
• Joint color-channel compression can result in better
  visual quality
    ̵ Joint-channel bit allocation
     ̵ Utilization of cross-channel correlations
• It is a plus to support LDR textures and alpha maps in
  a single HDR texture format

6
Our Solution
• DXTC-based HDR texture compression framework
    ̵ Utilize joint color-channel compression to provide
       advanced bit allocation
     ̵ Utilize the existing DXTC hardware to reduce the adoption
       cost in industry
• 8 bpp compressed DHTC texture format
    ̵ Near lossless visual quality for HDR textures
     ̵ Support 1 bit alpha channel for HDR textures
      ̵ Backward compatible to LDR RGBA textures



7
Framework

                                                         Extract joint
          Avoid error          Utilize local             channel
          accumulation         property                  correlation


Original      Adaptive       Local HDR            Joint-Channel      Compressed
HDR Texture   Color Trans.   Reduction            Compression        HDR Texture



                                                  Point
                                                  Translation

                                               Reshape texel
                                               distribution

   8
Adaptive Color Transform
• Traditional color transform

     Forward Color                      Inverse Color
     Transform                          Transform
Y  wr R  wg G  wb B              R  U  Y / wr            Error controllable
                                                              channels
U
     wr R                Explicit   G  V  Y / wg
      Y                  channels
                                    B  (Y  wr R  wg G ) / wb Error accumulative
     wg G                                                     channel
V
   Y
  wB                     Implicit
W b
   Y                     channel    Absolute errors




9
Adaptive Color Transform
• Our solution
      ̵ Adaptively select the implicit channel to minimize the
        impact of error accumulation

                                                   Keep the block
                                                   dominant color
Luminance and                                      channel from
chrominance channels                               being explicitly
                                                   encoded


  Adaptive color
  transform mode



 10
Luminance Local Dynamic Range Reduction
• Extract the block upper and lower bounds

                                   Extract the block upper &
                                   lower bounds
                                   (Global Base Luma – L0, L1)


                                      Mapping Global
                                      HDR to Local LDR
                                  (Floating Point -> integer)




11
Chrominance Local Dynamic Range Reduction
• Adaptive color transform significantly reduces the
  chrominance dynamic range
             Chrominance value distribution in [0, 1]




12
Chrominance Local Dynamic Range Reduction
• Proposed adaptive log/linear encoding
                                       Use a 1-bit flag in
                                       each texture block
                                       to adaptively select
                                       the encoding mode



                                 Linear encoding is better



                                 Log encoding is better




13
Joint Channel Compression & Point Translation
• Basic idea – Joint channel linear fitting
     ̵ Simple and hardware friendly          Y

      ̵ But rely on texel distribution
                                                   V

• Point translation                                            U
     ̵ Translate texels along Y axis to reshape the distribution




14
Point Translation
• We use a constant modifier table to provide
  translation vector for each texel



                        Look Up


                           Translation
                           Vectors

One HDR texture block                    Modifier table




15
Point Translation
• We use a constant modifier table to provide
  translation vector for each texel



                        Look Up


                           Translation
                           Vectors

One HDR texture block                    Modifier table




16
DHTC Format
• Bits layout of a 4x4 block        64 bits                         64 bits
                               Extension Block                    DXT1 Block
 Local dynamic
 range reduction
                                             L0                   L1          (5+5) bits
                           4 bits           T_idx            Ch_mode           2 bits
 Adaptive color                       XXX         XXX    XXX           XXX
 transform                 M_idx
                                      XXX         XXX    XXX           XXX
                                                                              16x3 bits
                                      XXX         XXX    XXX           XXX
                                      XXX         XXX    XXX           XXX
 Point translation
                           Base         Y0              X0             Z0    2x(5+6+5)
                           Color        Y1              X1             Z1       bits
 Joint channel                         XX         XX         XX        XX
 compression                           XX         XX         XX        XX      16x2
                           C_idx
                                       XX         XX         XX        XX      bits
                                       XX         XX         XX        XX


17
Decoding Logic for HDR Textures
        L0   L1   Ch_mode T_idx    M_idx             C_idx   X0   Y0   Z0   X1   Y1   Z1




                          Modifier
                           Table                               DXT
                                                             Decoder

                            MUX




                                  Yint       Uint   Vint

                                               Log
                                             Decoder

                                         Y    U     V
                                    Inverse Color
                                      Transform

                                     Rh Gh          Bh
18
Decoding Logic for LDR Textures
        L0   L1    Ch_mode T_idx           M_idx        C_idx   X0   Y0   Z0       X1   Y1   Z1




                                    Modifier
                                     Table                        DXT
                                                                Decoder

                                     MUX
                          MUX




                                                0 255
                      x         y
                  (which texel)
                                               MUX

                                                   A             R    G        B




19
Results
• Original HDR texture at different exposures




20
Results
• DHTC compressed at 8 bpp




21
Results
• Original HDR texture at different exposures




22
Results
• DHTC compressed at 8 bpp




23
Results
• Visual comparison with the state-of-the-art




                            Munkberg et al   Roimela et al
     Original     DHTC
24                          2007             2008
Results
• Visual comparison with the state-of-the-art




                            Munkberg et al   Roimela et al
     Original     DHTC
25                          2007             2008
Results
• mPSNR (dB)

                         Munkberg   Roimela
       Textures   DHTC
                          2007       2008
      BigFogMap   51.0     51.9      50.4
      Cathedral   39.7     40.0      34.3
      Memorial    46.8     46.5      41.7
        Room      48.1     48.6      44.0
          Desk    41.5     40.3      28.4
        Tubes     35.7     35.7      27.0
       Average    43.8     43.8      37.6

26
Results
• Log[RGB] RMSE

                         Munkberg   Roimela
       Textures   DHTC
                          2007       2008
      BigFogMap   0.06     0.06      0.07
      Cathedral   0.17     0.17      0.35
      Memorial    0.14     0.13      0.31
        Room      0.09     0.08      0.15
          Desk    0.17     0.22      1.26
        Tubes     0.32     0.28      0.81
       Average    0.16     0.16      0.49

27
Results
• HDR-VDP above 75% error (%)

                          Munkberg   Roimela
       Textures    DHTC
                           2007       2008
      BigFogMap    0.00     0.00      0.00
       Cathedral   0.10     0.02      0.03
       Memorial    0.01     0.00      0.00
        Room       0.01     0.01      0.00
          Desk     0.03     0.01      0.00
        Tubes      0.87     1.25      1.20
       Average     0.17     0.22      0.21

28
Results
• Rendered scenes




     Original       DHTC, 50dB

29
Results
• Rendered scenes




     Original       DHTC, 50dB

30
Results
• Rendered scenes




     Original       DHTC, 53dB

31
Results
• 1-bit HDR alpha blending




     DHTC compressed HDR texture with 1-bit alpha channel
32
Results
• 1-bit HDR alpha blending




     Alpha blended scenes
33
Results
• Alpha coding for LDR textures
     ̵ We test 12 alpha maps from textures used in an Xbox game




34
Results
• Alpha coding for LDR textures
                          PSNR(dB)    DHTC   DXT5
                         AlphaMap1    49.2   48.6
Our method provides
                         AlphaMap2    53.6   54. 8
better results in most   AlphaMap3    54.4   57.1
cases than DXT5 alpha    AlphaMap4    56.4   61.2
coding                   AlphaMap5    46.3   45.3
                         AlphaMap6    47.5   45.2
                         AlphaMap7    40.2   39.0
                         AlphaMap8    47.1   46.1
                         AlphaMap9    47.3   44.2
                         AlphaMap10   44.9   42.9
                         AlphaMap11   45.0   43.8
                         AlphaMap12   41.9   40.2
35                         Average    47.8   47.4
Results
• Alpha coding for LDR textures
     ̵ Less block artifact in our method




             DHTC                          DXT5
36
Summary
• DXTC-based HDR texture compression
     ̵ Compress HDR textures into 8 bpp with the best quality so
         far
      ̵ Utilize the existing DXTC decoding hardware to minimize
         the adoption cost
       ̵ Provide a unified solution to compress HDR textures, LDR
         textures and alpha maps




37
Acknowledgements
• Kimmo Roimela of Nokia Research Center and Jacob
  Munkberg of Lund University for providing their
  testing results for comparison.
• Xin Tong, Liyi Wei, Baining Guo, John Tardif, Matt
  Bronder, Andrew Flavell of Microsoft for the valuable
  comments and suggestions.
• John Owens of Univ. of California, Davis, for the helps
  in improving the paper quality.
Yanlu Dhtc Hdr Texture Compression

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Yanlu Dhtc Hdr Texture Compression

  • 1. DHTC: An Effective DXTC-based HDR Texture Compression Scheme Wen Sun1,2 Yan Lu1 Feng Wu1 Shipeng Li1 yanlu@microsoft.com 1 Microsoft Research Asia 2 University of Science and Technology of China
  • 2. Outline • Background and related work ̵ High dynamic range (HDR) texture and its compression • DHTC: DXTC-based HDR texture compression ̵ Extension of LDR texture format (i.e. DXTC) to HDR texture compression ̵ Unified 8-bpp format for LDR textures, HDR textures and alpha maps • Results and summary 2
  • 3. HDR Textures Low exposure Medium exposure High exposure • The real world is high dynamic range • A dynamic range of 10000:1 is common • HDR rendering is gaining popularity in practice 3
  • 4. HDR Texture Compression • HDR textures are huge in size ̵ Currently used FP32/FP16 formats: 96/48 bits per pixel, 4x/2x size of raw LDR RGB textures ̵ Consume too much memory and bandwidth • Current status ̵ No HDR texture compression standard in industry ̵ No graphics card supports rendering from block-wise compressed HDR textures 4
  • 5. Previous Work • [Wang et al. 2007] ̵ 16-bpp HDR texture format ̵ Utilization of current generation GPUs • [Roimela et al. 2006, 2008] ̵ 8-bpp HDR texture format ̵ Simple hardware decoder • [Munkberg et al. 2006, 2008] ̵ 8-bpp HDR texture format ̵ Near lossless visual quality 5
  • 6. Our Insights • HDR texture compression scheme can be built upon existing LDR texture compression scheme ̵ Lead to a unified compression framework ̵ Reuse existing hardware • Joint color-channel compression can result in better visual quality ̵ Joint-channel bit allocation ̵ Utilization of cross-channel correlations • It is a plus to support LDR textures and alpha maps in a single HDR texture format 6
  • 7. Our Solution • DXTC-based HDR texture compression framework ̵ Utilize joint color-channel compression to provide advanced bit allocation ̵ Utilize the existing DXTC hardware to reduce the adoption cost in industry • 8 bpp compressed DHTC texture format ̵ Near lossless visual quality for HDR textures ̵ Support 1 bit alpha channel for HDR textures ̵ Backward compatible to LDR RGBA textures 7
  • 8. Framework Extract joint Avoid error Utilize local channel accumulation property correlation Original Adaptive Local HDR Joint-Channel Compressed HDR Texture Color Trans. Reduction Compression HDR Texture Point Translation Reshape texel distribution 8
  • 9. Adaptive Color Transform • Traditional color transform Forward Color Inverse Color Transform Transform Y  wr R  wg G  wb B R  U  Y / wr Error controllable channels U wr R Explicit G  V  Y / wg Y channels B  (Y  wr R  wg G ) / wb Error accumulative wg G channel V Y wB Implicit W b Y channel Absolute errors 9
  • 10. Adaptive Color Transform • Our solution ̵ Adaptively select the implicit channel to minimize the impact of error accumulation Keep the block dominant color Luminance and channel from chrominance channels being explicitly encoded Adaptive color transform mode 10
  • 11. Luminance Local Dynamic Range Reduction • Extract the block upper and lower bounds Extract the block upper & lower bounds (Global Base Luma – L0, L1) Mapping Global HDR to Local LDR (Floating Point -> integer) 11
  • 12. Chrominance Local Dynamic Range Reduction • Adaptive color transform significantly reduces the chrominance dynamic range Chrominance value distribution in [0, 1] 12
  • 13. Chrominance Local Dynamic Range Reduction • Proposed adaptive log/linear encoding Use a 1-bit flag in each texture block to adaptively select the encoding mode Linear encoding is better Log encoding is better 13
  • 14. Joint Channel Compression & Point Translation • Basic idea – Joint channel linear fitting ̵ Simple and hardware friendly Y ̵ But rely on texel distribution V • Point translation U ̵ Translate texels along Y axis to reshape the distribution 14
  • 15. Point Translation • We use a constant modifier table to provide translation vector for each texel Look Up Translation Vectors One HDR texture block Modifier table 15
  • 16. Point Translation • We use a constant modifier table to provide translation vector for each texel Look Up Translation Vectors One HDR texture block Modifier table 16
  • 17. DHTC Format • Bits layout of a 4x4 block 64 bits 64 bits Extension Block DXT1 Block Local dynamic range reduction L0 L1 (5+5) bits 4 bits T_idx Ch_mode 2 bits Adaptive color XXX XXX XXX XXX transform M_idx XXX XXX XXX XXX 16x3 bits XXX XXX XXX XXX XXX XXX XXX XXX Point translation Base Y0 X0 Z0 2x(5+6+5) Color Y1 X1 Z1 bits Joint channel XX XX XX XX compression XX XX XX XX 16x2 C_idx XX XX XX XX bits XX XX XX XX 17
  • 18. Decoding Logic for HDR Textures L0 L1 Ch_mode T_idx M_idx C_idx X0 Y0 Z0 X1 Y1 Z1 Modifier Table DXT Decoder MUX Yint Uint Vint Log Decoder Y U V Inverse Color Transform Rh Gh Bh 18
  • 19. Decoding Logic for LDR Textures L0 L1 Ch_mode T_idx M_idx C_idx X0 Y0 Z0 X1 Y1 Z1 Modifier Table DXT Decoder MUX MUX 0 255 x y (which texel) MUX A R G B 19
  • 20. Results • Original HDR texture at different exposures 20
  • 22. Results • Original HDR texture at different exposures 22
  • 24. Results • Visual comparison with the state-of-the-art Munkberg et al Roimela et al Original DHTC 24 2007 2008
  • 25. Results • Visual comparison with the state-of-the-art Munkberg et al Roimela et al Original DHTC 25 2007 2008
  • 26. Results • mPSNR (dB) Munkberg Roimela Textures DHTC 2007 2008 BigFogMap 51.0 51.9 50.4 Cathedral 39.7 40.0 34.3 Memorial 46.8 46.5 41.7 Room 48.1 48.6 44.0 Desk 41.5 40.3 28.4 Tubes 35.7 35.7 27.0 Average 43.8 43.8 37.6 26
  • 27. Results • Log[RGB] RMSE Munkberg Roimela Textures DHTC 2007 2008 BigFogMap 0.06 0.06 0.07 Cathedral 0.17 0.17 0.35 Memorial 0.14 0.13 0.31 Room 0.09 0.08 0.15 Desk 0.17 0.22 1.26 Tubes 0.32 0.28 0.81 Average 0.16 0.16 0.49 27
  • 28. Results • HDR-VDP above 75% error (%) Munkberg Roimela Textures DHTC 2007 2008 BigFogMap 0.00 0.00 0.00 Cathedral 0.10 0.02 0.03 Memorial 0.01 0.00 0.00 Room 0.01 0.01 0.00 Desk 0.03 0.01 0.00 Tubes 0.87 1.25 1.20 Average 0.17 0.22 0.21 28
  • 29. Results • Rendered scenes Original DHTC, 50dB 29
  • 30. Results • Rendered scenes Original DHTC, 50dB 30
  • 31. Results • Rendered scenes Original DHTC, 53dB 31
  • 32. Results • 1-bit HDR alpha blending DHTC compressed HDR texture with 1-bit alpha channel 32
  • 33. Results • 1-bit HDR alpha blending Alpha blended scenes 33
  • 34. Results • Alpha coding for LDR textures ̵ We test 12 alpha maps from textures used in an Xbox game 34
  • 35. Results • Alpha coding for LDR textures PSNR(dB) DHTC DXT5 AlphaMap1 49.2 48.6 Our method provides AlphaMap2 53.6 54. 8 better results in most AlphaMap3 54.4 57.1 cases than DXT5 alpha AlphaMap4 56.4 61.2 coding AlphaMap5 46.3 45.3 AlphaMap6 47.5 45.2 AlphaMap7 40.2 39.0 AlphaMap8 47.1 46.1 AlphaMap9 47.3 44.2 AlphaMap10 44.9 42.9 AlphaMap11 45.0 43.8 AlphaMap12 41.9 40.2 35 Average 47.8 47.4
  • 36. Results • Alpha coding for LDR textures ̵ Less block artifact in our method DHTC DXT5 36
  • 37. Summary • DXTC-based HDR texture compression ̵ Compress HDR textures into 8 bpp with the best quality so far ̵ Utilize the existing DXTC decoding hardware to minimize the adoption cost ̵ Provide a unified solution to compress HDR textures, LDR textures and alpha maps 37
  • 38. Acknowledgements • Kimmo Roimela of Nokia Research Center and Jacob Munkberg of Lund University for providing their testing results for comparison. • Xin Tong, Liyi Wei, Baining Guo, John Tardif, Matt Bronder, Andrew Flavell of Microsoft for the valuable comments and suggestions. • John Owens of Univ. of California, Davis, for the helps in improving the paper quality.