{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T04:28:25Z","timestamp":1750307305598,"version":"3.41.0"},"publisher-location":"New York, NY, USA","reference-count":34,"publisher":"ACM","license":[{"start":{"date-parts":[[2012,3,9]],"date-time":"2012-03-09T00:00:00Z","timestamp":1331251200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/100000143","name":"Division of Computing and Communication Foundations","doi-asserted-by":"publisher","award":["CCF-0702712"],"award-info":[{"award-number":["CCF-0702712"]}],"id":[{"id":"10.13039\/100000143","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2012,3,9]]},"DOI":"10.1145\/2159616.2159624","type":"proceedings-article","created":{"date-parts":[[2012,3,13]],"date-time":"2012-03-13T12:29:26Z","timestamp":1331641766000},"page":"47-54","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":6,"title":["Lossless compression of variable-precision floating-point buffers on GPUs"],"prefix":"10.1145","author":[{"given":"Jeff","family":"Pool","sequence":"first","affiliation":[{"name":"University of North Carolina"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Anselmo","family":"Lastra","sequence":"additional","affiliation":[{"name":"University of North Carolina"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Montek","family":"Singh","sequence":"additional","affiliation":[{"name":"University of North Carolina"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2012,3,9]]},"reference":[{"key":"e_1_3_2_2_1_1","unstructured":"AMD 2008. Rendermonkey 1.82. http:\/\/developer.amd.com\/archive\/gpu\/rendermonkey\/pages\/default.aspx Dec.  AMD 2008. Rendermonkey 1.82. http:\/\/developer.amd.com\/archive\/gpu\/rendermonkey\/pages\/default.aspx Dec."},{"key":"e_1_3_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1109\/TC.2008.131"},{"key":"e_1_3_2_2_3_1","unstructured":"Crytek Budapest 2008. Crysis Warhead. http:\/\/www.ea.com\/crysis-warhead September.  Crytek Budapest 2008. Crysis Warhead. http:\/\/www.ea.com\/crysis-warhead September."},{"key":"e_1_3_2_2_4_1","unstructured":"Crytek 2007. Crysis. http:\/\/www.ea.com\/crysis-1 November.  Crytek 2007. Crysis. http:\/\/www.ea.com\/crysis-1 November."},{"key":"e_1_3_2_2_5_1","unstructured":"Danilak R. 2009. Efficient multi-chip GPU. US Patent US 7 616 206 B1.  Danilak R. 2009. Efficient multi-chip GPU. US Patent US 7 616 206 B1 ."},{"key":"e_1_3_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/218380.218391"},{"volume-title":"US Patent US2011\/0085736 A1.","author":"Dmitriev K.","key":"e_1_3_2_2_7_1","unstructured":"Dmitriev , K. , and Moreton , H. P . 2011. Method for watertight evaluation of an approximate catmull-clark surface . US Patent US2011\/0085736 A1. Dmitriev, K., and Moreton, H. P. 2011. Method for watertight evaluation of an approximate catmull-clark surface. US Patent US2011\/0085736 A1."},{"key":"e_1_3_2_2_8_1","unstructured":"EA Black Box 2008. Need for Speed: Undercover. http:\/\/undercover.needforspeed.com\/home.action Nov.  EA Black Box 2008. Need for Speed: Undercover. http:\/\/undercover.needforspeed.com\/home.action Nov."},{"key":"e_1_3_2_2_9_1","doi-asserted-by":"publisher","DOI":"10.1016\/0166-218X(93)00116-H"},{"volume-title":"US Patent US2009\/0295804 A1.","author":"Goel V.","key":"e_1_3_2_2_10_1","unstructured":"Goel , V. , and Martin , T . 2009. Merged shader for primitive amplification . US Patent US2009\/0295804 A1. Goel, V., and Martin, T. 2009. Merged shader for primitive amplification. US Patent US2009\/0295804 A1."},{"key":"e_1_3_2_2_11_1","unstructured":"Gruetzmacher G. P. 2010. Method and apparatus for model compression. US Patent Application 2010\/0008593 A1.  Gruetzmacher G. P. 2010. Method and apparatus for model compression. US Patent Application 2010\/0008593 A1 ."},{"key":"e_1_3_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/364338.364384"},{"key":"e_1_3_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/1283900.1283917"},{"key":"e_1_3_2_2_14_1","doi-asserted-by":"publisher","DOI":"10.1016\/0306-4573(94)90013-2"},{"key":"e_1_3_2_2_15_1","unstructured":"Iourcha K. I. Nayak K. S. and Hong Z. 1999. System and method for fixed-rate block-based image compression with inferred pixel values. US Patent 5956431.  Iourcha K. I. Nayak K. S. and Hong Z. 1999. System and method for fixed-rate block-based image compression with inferred pixel values. US Patent 5956431 ."},{"key":"e_1_3_2_2_16_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.cad.2004.09.015"},{"key":"e_1_3_2_2_17_1","doi-asserted-by":"publisher","DOI":"10.1109\/MM.2011.89"},{"key":"e_1_3_2_2_18_1","unstructured":"Lauritzen A. 2007. Variance shadow maps demo (D3D10). http:\/\/www.punkuser.net\/savsm\/variance_shadow_map_d3d10_2007-04-26.zip April.  Lauritzen A. 2007. Variance shadow maps demo (D3D10). http:\/\/www.punkuser.net\/savsm\/variance_shadow_map_d3d10_2007-04-26.zip April."},{"key":"e_1_3_2_2_19_1","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2006.143"},{"key":"e_1_3_2_2_20_1","unstructured":"Microsoft 2011. Texture block compression in Direct3D 11. http:\/\/msdn.microsoft.com\/en-us\/library\/windows\/desktop\/hh308955(v=vs.85).aspx September.  Microsoft 2011. Texture block compression in Direct3D 11. http:\/\/msdn.microsoft.com\/en-us\/library\/windows\/desktop\/hh308955(v=vs.85).aspx September."},{"key":"e_1_3_2_2_21_1","unstructured":"NVIDIA Corporation 2010. NVIDIA Direct3D SDK 10 Code Samples. http:\/\/developer.download.nvidia.com\/SDK\/10.5\/direct3d\/samples.html Jun.  NVIDIA Corporation 2010. NVIDIA Direct3D SDK 10 Code Samples. http:\/\/developer.download.nvidia.com\/SDK\/10.5\/direct3d\/samples.html Jun."},{"key":"e_1_3_2_2_22_1","unstructured":"Persson E. 2006. Infinite terrain II. http:\/\/www.humus.name\/index.php?page=3D&ID=65 March.  Persson E. 2006. Infinite terrain II. http:\/\/www.humus.name\/index.php?page=3D&ID=65 March."},{"volume-title":"2008 IEEE International Conference on Computer Design, ICCD '08","author":"Pool J.","key":"e_1_3_2_2_23_1","unstructured":"Pool , J. , Lastra , A. , and Singh , M . 2008. Energy-precision tradeoffs in mobile graphics processing units . In 2008 IEEE International Conference on Computer Design, ICCD '08 , 60--67. Pool, J., Lastra, A., and Singh, M. 2008. Energy-precision tradeoffs in mobile graphics processing units. In 2008 IEEE International Conference on Computer Design, ICCD '08, 60--67."},{"key":"e_1_3_2_2_24_1","doi-asserted-by":"publisher","DOI":"10.1166\/jolpe.2011.1124"},{"key":"e_1_3_2_2_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/2018323.2018349"},{"volume-title":"US Patent US 2008\/0266287 A1.","author":"Ramey W. O.","key":"e_1_3_2_2_26_1","unstructured":"Ramey , W. O. , Moreton , H. P. , and Rogers , D. H . 2008. Decompression of vertex data using a geometry shader . US Patent US 2008\/0266287 A1. Ramey, W. O., Moreton, H. P., and Rogers, D. H. 2008. Decompression of vertex data using a geometry shader. US Patent US 2008\/0266287 A1."},{"volume-title":"Proceedings of the 22nd ACM SIGGRAPH\/EUROGRAPHICS symposium on Graphics hardware, Eurographics Association, Aire-la-Ville","author":"Rasmusson J.","key":"e_1_3_2_2_27_1","unstructured":"Rasmusson , J. , Hasselgren , J. , and Akenine-M\u00f6ller , T . 2007. Exact and error-bounded approximate color buffer compression and decompression . In Proceedings of the 22nd ACM SIGGRAPH\/EUROGRAPHICS symposium on Graphics hardware, Eurographics Association, Aire-la-Ville , Switzerland, Switzerland, 41--48. Rasmusson, J., Hasselgren, J., and Akenine-M\u00f6ller, T. 2007. Exact and error-bounded approximate color buffer compression and decompression. In Proceedings of the 22nd ACM SIGGRAPH\/EUROGRAPHICS symposium on Graphics hardware, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 41--48."},{"key":"e_1_3_2_2_28_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00371-009-0372-y"},{"key":"e_1_3_2_2_29_1","doi-asserted-by":"publisher","DOI":"10.1109\/DCC.2006.35"},{"volume-title":"Proceedings of the 23rd ACM SIG-GRAPH\/EUROGRAPHICS symposium on Graphics hardware, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, GH '08, 75--84","author":"Str\u00f6m J.","key":"e_1_3_2_2_30_1","unstructured":"Str\u00f6m , J. , Wennersten , P. , Rasmusson , J. , Hasselgren , J. , Munkberg , J. , Clarberg , P. , and Akenine-M\u00f6ller , T . 2008. Floating-point buffer compression in a unified codec architecture . In Proceedings of the 23rd ACM SIG-GRAPH\/EUROGRAPHICS symposium on Graphics hardware, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, GH '08, 75--84 . Str\u00f6m, J., Wennersten, P., Rasmusson, J., Hasselgren, J., Munkberg, J., Clarberg, P., and Akenine-M\u00f6ller, T. 2008. Floating-point buffer compression in a unified codec architecture. In Proceedings of the 23rd ACM SIG-GRAPH\/EUROGRAPHICS symposium on Graphics hardware, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, GH '08, 75--84."},{"key":"e_1_3_2_2_31_1","unstructured":"Valve 2005. Half-Life 2: Lost Coast. http:\/\/store.steampowered.com\/app\/340 Oct.  Valve 2005. Half-Life 2: Lost Coast. http:\/\/store.steampowered.com\/app\/340 Oct."},{"key":"e_1_3_2_2_32_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8659.2009.01409.x"},{"key":"e_1_3_2_2_33_1","unstructured":"Wittenbrink C. and Ordentlich E. 2005. Sort middle screen space graphics geometry compression through redundancy elimination. US Patent 6961469 B2.  Wittenbrink C. and Ordentlich E. 2005. Sort middle screen space graphics geometry compression through redundancy elimination. US Patent 6961469 B2 ."},{"key":"e_1_3_2_2_34_1","doi-asserted-by":"publisher","DOI":"10.1109\/PCS.2010.5702515"}],"event":{"name":"I3D '12: Symposium on Interactive 3D Graphics and Games","sponsor":["SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques"],"location":"Costa Mesa California","acronym":"I3D '12"},"container-title":["Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/2159616.2159624","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/2159616.2159624","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T10:59:59Z","timestamp":1750244399000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/2159616.2159624"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2012,3,9]]},"references-count":34,"alternative-id":["10.1145\/2159616.2159624","10.1145\/2159616"],"URL":"https:\/\/doi.org\/10.1145\/2159616.2159624","relation":{},"subject":[],"published":{"date-parts":[[2012,3,9]]},"assertion":[{"value":"2012-03-09","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}