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Joonas Itäranta

dblp:02/2718 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Image and video coding · 67% Rendering · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding › texture compression
high dynamic range texture compression
0.112006
High dynamic range texture compression · ACM Trans. Graph. 2006
Image and video coding
texture compression
0.112006
High dynamic range texture compression · ACM Trans. Graph. 2006
Rendering
texture mapping
0.112006
High dynamic range texture compression · ACM Trans. Graph. 2006

Methods — techniques the papers use, named apart from their topics

constant 8-bit encoding · 0.1DXTC · 0.1
YearPublicationVenuePosition
2008 Efficient high dynamic range texture compression
abstract
We present a novel compression method for high dynamic range (HDR) textures, targeted for future graphics hardware. Identifying that the existing solutions provide either very high image quality or very simple hardware implementation, we aim to achieve both features in a single solution.
Kimmo Roimela, Tomi Aarnio, Joonas Itäranta
SI3D3
2006 High dynamic range texture compression
abstract
We present a novel compression scheme for high dynamic range textures, targeted for hardware implementation. Our method encodes images at a constant 8 bits per pixel, for a compression ratio of 6:1. We demonstrate that our method achieves good visual fidelity, surpassing DXTC texture compression of RGBE data which is the most practical method on existing graphics hardware. The decoding logic for our method is simple enough to be implemented as part of the texture fetch unit in graphics hardware.
Kimmo Roimela, Tomi Aarnio, Joonas Itäranta
ACM Trans. Graph.3