Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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 using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
iPACKMAN: high-quality, low-complexity texture compression for mobile phones
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Shading in valve's source engine
ACM SIGGRAPH 2006 Courses
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient self-shadowed radiosity normal mapping
ACM SIGGRAPH 2007 courses
The finite ridgelet transform for image representation
IEEE Transactions on Image Processing
Lossless compression of already compressed textures
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Technical section: Memory efficient light baking
Computers and Graphics
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Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, do not handle well. The application writer must therefore choose between doubling the bit rate by choosing a codec such as BC7, or accept the compression artifacts, neither of which is desirable. The situation is aggravated by the recent popularity of radiosity normal maps, where three light maps plus a normal map are used for each surface. We present a new texture compression algorithm targeting smoothly varying textures, such as the light maps used in radiosity normal mapping. On high-resolution light map data from real games, the proposed method shows quality improvements of 0.7 dB in PSNR over ETC2, and 2.8 dB over DXT1, for the same bit rate. As a side effect, our codec can also compress many standard images (not light maps) with better quality than DXT1/ETC2.