Texture analysis and repacking for improved storage efficiency

T. Odaker, Markus Wiedemann, C. Anthes, D. Kranzlmüller
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引用次数: 1

Abstract

Textures are widely used in modern computer graphics. Their size, however, is often a limiting factor. Considering the widespread adaptation of mobile virtual and augmented reality applications, efficient storage of textures has become an important factor. We present an approach to analyse textures of a given mesh and compute a new set of textures with the goal of improving storage efficiency and reducing memory requirements. During this process the texture coordinates of the mesh are updated as required. Textures are analysed based on the UV-coordinates of one or more meshes and deconstructed into per-triangle textures. These are further analysed to detect single coloured as well as identical per-triangle textures. Our approach aims to remove these redundancies in order to reduce the amount of memory required to store the texture data. After this analysis, the per-triangle textures are compiled into a new set of texture images of user defined size. Our algorithm aims to pack texture data as tightly as possible in order to reduce the memory requirements.
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质地分析和重新包装,以提高储存效率
纹理在现代计算机图形学中被广泛使用。然而,它们的大小往往是一个限制因素。考虑到移动虚拟和增强现实应用的广泛适应性,纹理的高效存储已成为一个重要因素。我们提出了一种方法来分析给定网格的纹理,并计算一组新的纹理,以提高存储效率和减少内存需求。在此过程中,网格的纹理坐标会根据需要进行更新。纹理基于一个或多个网格的uv坐标进行分析,并分解为每个三角形的纹理。这些被进一步分析以检测单一颜色以及相同的每个三角形纹理。我们的方法旨在消除这些冗余,以减少存储纹理数据所需的内存量。在此分析之后,每个三角形纹理被编译成一组用户定义大小的新纹理图像。我们的算法旨在尽可能紧密地打包纹理数据,以减少内存需求。
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