Compressing color data for voxelized surface geometry
Paper i proceeding, 2017

We explore the problem of decoupling color information from geometry in large scenes of voxelized surfaces and of compressing the array of colors without introducing disturbing artifacts. First, we present a novel method for connecting each node in a sparse voxel DAG to its corresponding colors in a separate 1D array of colors, with very little additional information stored to the DAG. Then, we show that by mapping the 1D array of colors onto a 2D image using a space-filling curve, we can achieve high compression rates and good quality using conventional, modern, hardware-accelerated texture compression formats such as ASTC or BC7. We additionally explore whether this method can be used to compress voxel colors for off-line storage and network transmission using conventional off-line compression formats such as JPG and JPG2K. For real-time decompression, we suggest a novel variable bitrate block encoding that consistently outperforms previous work, often achieving two times the compression at equal quality.




Dan Dolonius

Chalmers, Data- och informationsteknik, Datorteknik

Erik Sintorn

Chalmers, Data- och informationsteknik, Datorteknik

Viktor Kämpe

Chalmers, Data- och informationsteknik, Datorteknik

Ulf Assarsson

Chalmers, Data- och informationsteknik, Datorteknik

Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games