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Vzporedna kompresija tekstur v formatu BC1 z vmesnikom WebGPU
ID Cigler, Alen (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window, ID Lesar, Žiga (Comentor)

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Abstract
Naloga obravnava paralelne metode kompresije tekstur v formatu BC1 (DXT1) za uporabo v realnem času, s ciljem učinkovitejšega shranjevanja in prikaza teksturiranih trikotniških modelov. Razviti so bili štirje pristopi, ki temeljijo na izbiri osnovnih barv v posameznem 4 × 4 bloku: pristop min-max, pristop z metodo PCA, naključni pristop (iskanje barv z naključnim vzorčenjem) ter pristop, ki temelji na gručenju barv. Za ovrednotenje kakovosti kompresije so uporabljene metrike MSE, PSNR, SSIM in CIEDE2000, ki merijo, v kolikšni meri rekonstruirana tekstura ohranja vizualne značilnosti izvirnika. Vse metode so implementirane s tehnologijo WebGPU in optimizirane za čim hitrejše izvajanje na grafičnih procesorjih, pri čemer so uporabljeni računski senčilniki. Izvedena je bila performančna analiza vseh pristopov ter primerjava z orodjema za kompresijo NVIDIA Texture Tools in AMD Compressonator.

Language:Slovenian
Keywords:kompresija tekstur, BC1, DXT1, PCA, MSE, PSNR, SSIM, CIEDE2000, CIELAB, gručenje
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2025
PID:20.500.12556/RUL-169471 This link opens in a new window
COBISS.SI-ID:239398403 This link opens in a new window
Publication date in RUL:29.05.2025
Views:315
Downloads:60
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Secondary language

Language:English
Title:Parallel compression of BC1 textures using WebGPU
Abstract:
The thesis examines parallel texture compression methods in the BC1 (DXT1) format for real-time use, aiming for more efficient storage and display of textured triangular models. Four approaches were developed based on the selection of base colors in each 4 × 4 block: the min-max approach, the PCA approach, the random approach (searching for colors through random sampling), and the approach based on color clustering. To evaluate the quality of compression, metrics MSE, PSNR, SSIM, and CIEDE2000 were used, which measure the extent to which the reconstructed texture preserves the visual characteristics of the original. All methods are implemented using WebGPU technology and optimized for the fastest possible execution on graphics processors, utilizing compute shaders. A performance analysis of all approaches was conducted and a comparison with the compression tools NVIDIA Texture Tools and AMD Compressonator, was performed.

Keywords:texture compression, BC1, DXT1, PCA, MSE, PSNR, SSIM, CIEDE2000, CIELAB, clustering

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