Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A class of fractal image coders with fast decoder convergence
Fractal image compression
Least-squares block coding by fractal functions
Fractal image compression
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Texture compression with adaptive block partitions (poster session)
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
Fractal Imaging
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Importance-driven texture encoding based on samples
CGI '05 Proceedings of the Computer Graphics International 2005
A review of the fractal image coding literature
IEEE Transactions on Image Processing
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As the level of realism of computer-generated images increases with the number and resolution of textures, we faced the problem of limited hardware resources. Additionally, filtering methods require multiple access and extra memory space for texture representation, thus severely reducing the memory space and bandwidth, the most common example being mip-mapping technique. We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterised by low computational complexity, random access and a hierarchical structure, which allows access to the first three levels of an encoded mip-map pyramid. The hierarchical texture compression algorithm HiTC is based on a block-wise approach, where each block is subject to local fractal transform and further effectively coded by one level of the Laplacian Pyramid.