Details

Implementacija kodirnika za vzporedno bločno kompresijo tekstur v formatu ASTC
ID Zupančič, Jure (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window, ID Lesar, Žiga (Comentor)

.pdfPDF - Presentation file, Download (3,80 MB)
MD5: F90E7D827F5F608DD3D4E58706A18275

Abstract
Diplomsko delo obravnava načrtovanje, implementacijo in testiranje kodirnika za format kompresije tekstur ASTC (Adaptive Scalable Texture Compres- sion) z uporabo aplikacijskega programskega vmesnika WebGPU. V moderni računalniški grafiki je uporaba kompresije tekstur ključnega pomena za op- timizacijo uporabe grafičnega pomnilnika in pasovne širine pri komunikaciji z grafično kartico. Format ASTC omogoča visoko stopnjo prilagodljivosti in nadzor nad razmerjem med kakovostjo in stopnjo kompresije. Visoka prilagodljivost je mogoča zaradi kompleksne strukture formata, ki pa povzroči visoko računsko zahtevnost pri procesu kodiranja. V diplomskem delu predsta- vimo delovanje formata ASTC in algoritem, ki ga uporablja uradni kodirnik podjetja ARM. Nato opišemo lastno implementacijo kodirnika, v kateri smo kompleksen proces kodiranja razdelili na zaporedje računskih senčilnikov, ki pri kompresiji vhodne teksture uporabljajo vzporedno računanje. Lastno im- plementacijo na koncu primerjamo z uradno implementacijo glede na kakovost in hitrost kompresije. Rezultati testiranja so pokazali, da naš kodirnik ne zaostaja bistveno po kvaliteti kompresije, vendar pa je čas izvajanja kljub vzporednemu računanju daljši. Čeprav naša implementacija ne dosega hitrosti uradne implementacije, rezultati kažejo, da je uporaba računskih senčilnikov potencialno učinkovit pristop za pospešitev kompresije tekstur, hkrati pa odpira možnosti za nadaljnje optimizacije in razširitve.

Language:Slovenian
Keywords:tekstura, kompresija, grafična kartica, senčilnik, kodirnik
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-173285 This link opens in a new window
COBISS.SI-ID:253796611 This link opens in a new window
Publication date in RUL:15.09.2025
Views:126
Downloads:16
Metadata:XML DC-XML DC-RDF
:
Copy citation
Share:Bookmark and Share

Secondary language

Language:English
Title:Implementation of an encoder for parallel block-based texture com- pression in the ASTC format
Abstract:
The thesis addresses the design, implementation, and testing of an encoder for the ASTC (Adaptive Scalable Texture Compression) format using the WebGPU application programming interface. In modern computer graphics, the use of texture compression is crucial for optimizing the usage of graphics memory and bandwidth in communication with the graphics card. The ASTC format allows for a high degree of adaptability and control over the trade-off between quality and compression ratio. This high adaptability is possible due to the format’s complex structure, which results in high computational complexity during the encoding process. In this thesis, we present the structure of the ASTC format and the algorithm used by the official ARM encoder. We then describe our own implementation of the encoder, in which we divided the complex encoding process into a series of compute shaders that use parallel computation to compress the input texture. Finally, we compare our implementation with the official implementation in terms of quality and compression speed. The test results showed that our encoder does not significantly lag in compression quality, but its execution time is longer despite the parallel computation. Although our implementation does not achieve the speed of the official implementation, it still demonstrates that the use of compute shaders is a potentially effective approach for accelerating texture compression, while also opening up possibilities for further optimizations and extensions.

Keywords:texture, compression, graphics card, shader, encoder

Similar documents

Similar works from RUL:
Similar works from other Slovenian collections:

Back