Bidirectional Texture Function Compression Based on Multi-Level Vector Quantization
Article first published online: 5 JAN 2010
DOI: 10.1111/j.1467-8659.2009.01585.x
© 2009 The Authors Journal compilation © 2009 The Eurographics Association and Blackwell Publishing Ltd.
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How to Cite
Havran, V., Filip, J. and Myszkowski, K. (2010), Bidirectional Texture Function Compression Based on Multi-Level Vector Quantization. Computer Graphics Forum, 29: 175–190. doi: 10.1111/j.1467-8659.2009.01585.x
Publication History
- Issue published online: 8 FEB 2010
- Article first published online: 5 JAN 2010
- Abstract
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Keywords:
- bidirectional texture function;
- BRDF;
- compression;
- SSIM
- I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Shading, texture;
- I.4.1 [Image Processing and Computer Vision]: Digitization and Image Capture—Quantization, Reflectance
Abstract
The Bidirectional Texture Function (BTF) is becoming widely used for accurate representation of real-world material appearance. In this paper a novel BTF compression model is proposed. The model resamples input BTF data into a parametrization, allowing decomposition of individual view and illumination dependent texels into a set of multi-dimensional conditional probability density functions. These functions are compressed in turn using a novel multi-level vector quantization algorithm. The result of this algorithm is a set of index and scale code-books for individual dimensions. BTF reconstruction from the model is then based on fast chained indexing into the nested stored code-books. In the proposed model, luminance and chromaticity are treated separately to achieve further compression. The proposed model achieves low distortion and compression ratios 1:233–1:2040, depending on BTF sample variability. These results compare well with several other BTF compression methods with predefined compression ratios, usually smaller than 1:200. We carried out a psychophysical experiment comparing our method with LPCA method. BTF synthesis from the model was implemented on a standard GPU, yielded interactive framerates. The proposed method allows the fast importance sampling required by eye-path tracing algorithms in image synthesis.

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