Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Arithmetic coding for data compression
Communications of the ACM
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
LOCO-I: a low complexity, context-based, lossless image compression algorithm
DCC '96 Proceedings of the Conference on Data Compression
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
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Compressed lossless texture representation and caching
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Texture compression of light maps using smooth profile functions
Proceedings of the Conference on High Performance Graphics
FasTC: accelerated fixed-rate texture encoding
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Lightweight visualization for high-quality materials on WebGL
Proceedings of the 18th International Conference on 3D Web Technology
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Texture compression helps rendering by reducing the footprint in graphics memory, thus allowing for more textures, and by lowering the number of memory accesses between the graphics processor and memory, increasing performance and lowering power consumption. Compared to image compression methods like JPEG however, textures codecs are typically much less efficient, which is a problem when downloading the texture over a network or reading it from disk. Therefore, in this paper we investigate lossless compression of already compressed textures. By predicting compression parameters in the image domain instead of in the parameter domain, a more efficient representation is obtained compared to using general compression such as ZIP or LZMA. This works well also for pixel indices that have previously proved hard to compress. A 4-bit-per-pixel format can thus be compressed to around 2.3 bits per pixel (bpp), or 9.6% of the original size, compared to around 3.0 bpp when using ZIP or 2.8 bpp using LZMA. Compressing the original images with JPEG to the same quality also gives 2.3 bpp, meaning that texture compression followed by our packing is on par with JPEG in terms of compression efficiency.