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Variable-Rate Texture Compression: Real-Time Rendering with JPEG

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Elias Kristmann, Michael Wimmer, Markus Schütz

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Description

Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer, and Markus Schütz on real-time rendering from JPEG textures.

It implements a deferred pipeline with a G-Buffer of UVs, texture ids, and mip levels, a mark pass queuing visible JPEG MCUs into a hash-map block cache, a CUDA decode of 16x16 MCUs, and a resolve that replaces G-Buffer samples with decoded texels. The README cites Sponza results above 1500 FPS on an RTX 4090, sub-millisecond costs, mip and cache wins, and VR MCU sharing. Windows build notes list CUDA and compute capability 8.6.

It is for advanced researchers and engine programmers exploring variable-rate texture compression. Strong OpenGL, CUDA, and deferred shading experience is expected.

Access is a public GitHub repository with README figures, install steps, citation bibtex, and sample loaders.

The repo is useful for runnable pipeline detail behind the published JPEG texturing results. Link last verified accessible on 2026-09-29. Link last verified accessible on 2026-09-28.