Report ID
2005-05
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
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