@article {360, title = {Practical perceptually adaptive texture map compression for 3D Video Games}, journal = {Journal of Game Development}, volume = {2}, year = {2007}, pages = {5 - 23}, abstract = {

3D video games use texture maps to improve the realism and the visual detail of graphical objects without significantly increasing rendering complexity. The general trend in the gaming industry towards the use of large texture maps has lead to the use of texture compression techniques. Current color texture compression techniques treat all texture content uniformly which can lead to reduced visual quality.

This paper addresses this issue by introducing a perceptually adaptive approach to color texture map compression that is based on the human vision system. The proposed method attempts to improve visual detail and compression performance without adding computational complexity. Experimental results show improved visual quality and compression performance over existing techniques. The proposed method is well suited for real-time applications such as 3D video games.

}, keywords = {3D video games, adaptive compression, texture maps}, author = {A Wong and W Bishop} } @inproceedings {399, title = {Adaptive normal map compression for 3D video games}, booktitle = {FuturePlay 2006}, year = {2006}, abstract = {

Next-generation 3D video games make use of normal maps to improve the realism and the visual detail of scenes and models. The use of normal maps typically leads to increases in data storage and bus bandwidth requirements. To cope with the increased demands of normal maps, compression techniques can be used. Unfortunately, most texture compression techniques are poorly suited for normal map compression. The application of such techniques on normal maps often leads to a degradation of visual quality. This paper presents an adaptive approach to the task of compressing normal maps used by next-generation 3D video games. The proposed method attempts to retain visual detail while reducing storage requirements. Experimental results demonstrate overall compression performance and visual quality that is superior to the performance of existing techniques. The proposed method can be used to deliver improved photo-realism in 3D video games.

}, keywords = {3D video games, adaptive compression, normal maps}, author = {A Wong and W Bishop} }