Academic Journal
Variable‐Rate Texture Compression: Real‐Time Rendering with JPEG.
| Title: | Variable‐Rate Texture Compression: Real‐Time Rendering with JPEG. |
|---|---|
| Authors: | Kristmann, Elias1 (AUTHOR), Wimmer, Michael1 (AUTHOR), Schütz, Markus1 (AUTHOR) |
| Source: | Computer Graphics Forum. Apr2026, p1. 13p. 9 Illustrations. |
| Subject Terms: | JPEG (Image coding standard), Graphics processing units, Image compression, Image quality analysis, Computer graphics |
| Abstract: | Although variable‐rate compressed image formats such as JPEG are widely used to efficiently encode images, they have not found their way into real‐time rendering due to special requirements such as random access to individual texels. In this paper, we investigate the feasibility of variable‐rate texture compression on modern GPUs using the JPEG format, and how it compares to the GPU‐friendly fixed‐rate compression approaches BC1 and ASTC. Using a deferred rendering pipeline, we are able to identify the subset of blocks that are needed for a given frame, decode these, and colorize the framebuffer's pixels. Despite the additional ∼0.17 bit per pixel that we require for our approach, JPEG maintains significantly better quality and compression rates compared to BC1, and depending on the type of image, outperforms or competes with ASTC. The JPEG rendering pipeline increases rendering duration by less than 0.3 ms on an NVIDIA RTX 4090, demonstrating that sophisticated variable‐rate compression schemes are feasible on modern GPUs, even in VR.Source code and data sets are available at: https://github.com/elias1518693/jpeg_textures [ABSTRACT FROM AUTHOR] |
| Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
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| Items | – Name: Title Label: Title Group: Ti Data: Variable‐Rate Texture Compression: Real‐Time Rendering with JPEG. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kristmann%2C+Elias%22">Kristmann, Elias</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Wimmer%2C+Michael%22">Wimmer, Michael</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Schütz%2C+Markus%22">Schütz, Markus</searchLink><relatesTo>1</relatesTo> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Apr2026, p1. 13p. 9 Illustrations. – Name: Subject Label: Subject Terms Group: Su Data: <searchLink fieldCode="DE" term="%22JPEG+%28Image+coding+standard%29%22">JPEG (Image coding standard)</searchLink><br /><searchLink fieldCode="DE" term="%22Graphics+processing+units%22">Graphics processing units</searchLink><br /><searchLink fieldCode="DE" term="%22Image+compression%22">Image compression</searchLink><br /><searchLink fieldCode="DE" term="%22Image+quality+analysis%22">Image quality analysis</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+graphics%22">Computer graphics</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Although variable‐rate compressed image formats such as JPEG are widely used to efficiently encode images, they have not found their way into real‐time rendering due to special requirements such as random access to individual texels. In this paper, we investigate the feasibility of variable‐rate texture compression on modern GPUs using the JPEG format, and how it compares to the GPU‐friendly fixed‐rate compression approaches BC1 and ASTC. Using a deferred rendering pipeline, we are able to identify the subset of blocks that are needed for a given frame, decode these, and colorize the framebuffer's pixels. Despite the additional ∼0.17 bit per pixel that we require for our approach, JPEG maintains significantly better quality and compression rates compared to BC1, and depending on the type of image, outperforms or competes with ASTC. The JPEG rendering pipeline increases rendering duration by less than 0.3 ms on an NVIDIA RTX 4090, demonstrating that sophisticated variable‐rate compression schemes are feasible on modern GPUs, even in VR.Source code and data sets are available at: https://github.com/elias1518693/jpeg_textures [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1111/cgf.70338 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 13 StartPage: 1 Subjects: – SubjectFull: JPEG (Image coding standard) Type: general – SubjectFull: Graphics processing units Type: general – SubjectFull: Image compression Type: general – SubjectFull: Image quality analysis Type: general – SubjectFull: Computer graphics Type: general Titles: – TitleFull: Variable‐Rate Texture Compression: Real‐Time Rendering with JPEG. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kristmann, Elias – PersonEntity: Name: NameFull: Wimmer, Michael – PersonEntity: Name: NameFull: Schütz, Markus IsPartOfRelationships: – BibEntity: Dates: – D: 25 M: 04 Text: Apr2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 01677055 Titles: – TitleFull: Computer Graphics Forum Type: main |
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