Height map compression techniques
Název práce v češtině: | Komprese výškových map |
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Název v anglickém jazyce: | Height map compression techniques |
Klíčová slova: | výšková mapa, ztrátová, komprese, mip-mapa, garantovaná maximální odchylka |
Klíčová slova anglicky: | heightmap, lossy, compression, mip-map, guaranteed maximum error bound |
Akademický rok vypsání: | 2014/2015 |
Typ práce: | diplomová práce |
Jazyk práce: | angličtina |
Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
Vedoucí / školitel: | Mgr. Martin Kahoun |
Řešitel: | skrytý![]() |
Datum přihlášení: | 01.12.2014 |
Datum zadání: | 02.12.2014 |
Datum potvrzení stud. oddělením: | 04.12.2014 |
Datum a čas obhajoby: | 05.09.2016 11:30 |
Datum odevzdání elektronické podoby: | 28.07.2016 |
Datum odevzdání tištěné podoby: | 28.07.2016 |
Datum proběhlé obhajoby: | 05.09.2016 |
Oponenti: | doc. Ing. Jaroslav Křivánek, Ph.D. |
Zásady pro vypracování |
The goal of this work is to summarize approaches that could be used for height map compression and to implement one of them. The input for such method will be 2D height field of a square shape with float values in every element (for understanding the character of the data, let's assume fixed spacing of 100m between vertices). Essential property for the considered method is a hierarchical approach, i.e., the ability to read just partial data and be able to decode them on a rough level - analogically to mipmaps) and variable level of compression. Ability to decode the data directly on the GPU should be explored in order to minimize the traffic between the CPU and the GPU. Level of compression metrics understandable to end users shall be implemented. |
Seznam odborné literatury |
[1] Pajarola, Renato, and Enrico Gobbetti. "Survey of semi-regular multiresolution models for interactive terrain rendering." The Visual Computer 23.8 (2007): 583-605.
[2] Hwa, Lok M., Mark A. Duchaineau, and Kenneth I. Joy. "Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies." Visualization and Computer Graphics, IEEE Transactions on 11.4 (2005): 355-368. [3] Schneider, Jens, and Rüdiger Westermann. "GPU-friendly high-quality terrain rendering." (2006). [4] Gerstner, Thomas. "Multiresolution visualization and compression of global topographic data." GeoInformatica 7.1 (2003): 7-32. [5] N.A. Koli and M.S. Ali, 2008. A Survey on Fractal Image Compression Key Issues. Information Technology Journal, 7: 1085-1095. [6] Welstead, Stephen T. Fractal and wavelet image compression techniques. (Bellingham, WA: SPIE Optical Engineering Press, 1999. [7] Rabbani, Majid, and Paul W. Jones. Digital image compression techniques. Vol. 7. SPIE Press, 1991. |