This paper addresses the problem of minimizing memory size and memory acces
ses in multiresolution texture coding architectures for discrete cosine tra
nsform (DCT) and wavelet-based schemes used, for example, in virtual-world
walkthroughs or facial animation scenes of an MPEG-4 system. The problem of
minimizing the memory cost is important since memory accesses, memory band
width limitations, and in general the correct handling of the data hows hav
e become the true critical issues in designing high-speed and low-power vid
eo-processing architectures and in efficiently using multimedia processors.
For instance, the straightforward implementation of a multiresolution text
ure codec typically needs an extra memory buffer of the same size as the im
age to be encoded/decoded, We propose a new calculation schedule that reduc
es this buffer memory size with up to two orders of magnitude, while still
ensuring a number of external (off-chip) memory accesses that is very close
to the theoretical minimum. The analysis is generic and is therefore usefu
l for both wavelet and multiresolution DCT codecs.