Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The shortest vector problem in L2 is NP-hard for randomized reductions (extended abstract)
STOC '98 Proceedings of the thirtieth annual ACM symposium on Theory of computing
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
High dynamic range texture compression
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
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
Lossless compression of already compressed textures
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Adaptive scalable texture compression
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Texture Compression using Wavelet Decomposition
Computer Graphics Forum
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 present a new algorithm for encoding low dynamic range images into fixed-rate texture compression formats. Our approach provides orders of magnitude improvements in speed over existing publicly-available compressors, while generating high quality results. The algorithm is applicable to any fixed-rate texture encoding scheme based on Block Truncation Coding and we use it to compress images into the OpenGL BPTC format. The underlying technique uses an axis-aligned bounding box to estimate the proper partitioning of a texel block and performs a generalized cluster fit to compute the endpoint approximation. This approximation can be further refined using simulated annealing. The algorithm is inherently parallel and scales with the number of processor cores. We highlight its performance on low-frequency game textures and the high frequency Kodak Test Image Suite.