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John Tardif

dblp:67/7994 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
0.112010
High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities · IEEE Trans. Vis. Comput. Graph. 2010
Rendering
real-time rendering
0.112010
High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities · IEEE Trans. Vis. Comput. Graph. 2010
Image and video coding
texture compression
0.112010
High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities · IEEE Trans. Vis. Comput. Graph. 2010

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

joint-channel compression · 0.1
YearPublicationVenuePosition
2010 High-Dynamic-Range Texture Compression for Rendering Systems of Different Capacities
abstract
In this paper, we propose a novel approach for high-dynamic-range (HDR) texture compression (TC) suitable for rendering systems of different capacities. Based on the previously proposed DHTC scheme, we first work out an improved joint-channel compression framework, which is robust and flexible enough to provide compressed HDR textures at different bit rates. Then, two compressed HDR texture formats based on the proposed framework are developed. The 8 bpp format is of near lossless visual quality, improving upon known state-of-the-art algorithms. And, to our knowledge, the 4 bpp format is the first workable 4 bpp solution with good quality. We also show that HDR textures in the proposed 4 bpp and 8 bpp formats can compose a layered architecture in the texture consumption pipeline, to significantly save the memory bandwidth and storage in real-time rendering. In addition, the 8 bpp format can also be used to handle traditional low dynamic range (LDR) RGBA textures. Our scheme exhibits a practical solution for compressing HDR textures at different rates and LDR textures with alpha maps.
Wen Sun 0001, Yan Lu 0001, Feng Wu 0001, Shipeng Li 0001, John Tardif
IEEE Trans. Vis. Comput. Graph.5