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
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
High dynamic range texture compression for graphics hardware
ACM SIGGRAPH 2006 Papers
PACKMAN: texture compression for mobile phones
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Saving the planet, one handset at a time: designing low-power, low-bandwidth GPUs
ACM SIGGRAPH 2012 Mobile
Optimizing OpenGL ES applications for mobile devices
SIGGRAPH Asia 2012 Symposium on Apps
FasTC: accelerated fixed-rate texture encoding
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Parallel frame rendering: trading responsiveness for energy on a mobile GPU
PACT '13 Proceedings of the 22nd international conference on Parallel architectures and compilation techniques
Real-time low-frequency signal modulated texture compression using intensity dilation
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We describe a fixed-rate, lossy texture compression system that is designed to offer an unusual degree of flexibility and to support a very wide range of use cases, while providing better image quality than most formats in common use today. The system supports both 2D and 3D textures, at both standard and high dynamic range, at bit rates ranging from eight bits per pixel down to less than one bit per pixel in very fine steps. At any bit rate, texels can have from one to four color components. The system's flexibility results from a number of novel features. Color spaces and weights are represented using an encoding scheme that allows flexible allocation of bits between different types of information. The system uses bilinear interpolation to derive color space coordinates for a texel from sparse samples, and uses a procedural partition function to map texels to color spaces.