Flexible texture compression using bounded integer sequence encoding

  • Authors:
  • Jørn Nystad;Anders Lassen;Thomas J. Olson

  • Affiliations:
  • ARM Ltd;ARM Ltd;ARM Ltd

  • Venue:
  • SIGGRAPH Asia 2011 Sketches
  • Year:
  • 2011

Quantified Score

Hi-index 0.00

Visualization

Abstract

Memory bandwidth is a critical resource in modern graphics accelerators, particularly those intended for use in mobile devices. Texture fetches often make up a large fraction of total graphics accelerator bandwidth, so there is great interest in methods of compressing textures for real-time decode during rendering [Akenine-Möller and Ström 2003]. These methods typically partition the image into fixed-size blocks, and encode each block as a fixed number of bits. The bits describing each block are further partitioned into data items specifying per-block control information (e.g., mode selection), per-block color information (e.g., color space definition), and per-texel color information (e.g., color indices). In order to allow efficient random access during decoding, each item is typically encoded in an integer number of bits. This is inefficient if the number of distinct values an item can take on is not a power of two, which places severe constraints on how the data items are defined.