Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Color quantization by dynamic programming and principal analysis
ACM Transactions on Graphics (TOG)
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
Texture compression with adaptive block partitions (poster session)
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Color image quantization for frame buffer display
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Hardware for superior texture performance
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
Tile-based texture mapping on graphics hardware
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 for graphics hardware
ACM SIGGRAPH 2006 Papers
High dynamic range texture compression
ACM SIGGRAPH 2006 Papers
Compressing dynamically generated textures on the GPU
ACM SIGGRAPH 2006 Sketches
PACKMAN: texture compression for mobile phones
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Rendering from compressed high dynamic range textures on programmable graphics hardware
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ETC2: texture compression using invalid combinations
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient high dynamic range texture compression
Proceedings of the 2008 symposium on Interactive 3D graphics and games
A GPU-friendly method for high dynamic range texture compression using inverse tone mapping
GI '08 Proceedings of graphics interface 2008
Fractal-based hierarchical mip-pyramid texture compression
Machine Graphics & Vision International Journal
DHTC: an effective DXTC-based HDR texture compression scheme
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Incremental Texture Compression for Real-Time Rendering
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing, Part II
High-quality mipmapping texture compression with alpha maps for graphics processing units
IEEE Transactions on Multimedia
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
Real-time high-dynamic range texture compression based on local fractal transform
Proceedings of the 24th Spring Conference on Computer Graphics
Texture compression of light maps using smooth profile functions
Proceedings of the Conference on High Performance Graphics
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
Adaptive scalable texture compression
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Adaptive Compression of Texture Pyramids
Computer Graphics Forum
Texture Compression using Wavelet Decomposition
Computer Graphics Forum
Topographic map visualization from adaptively compressed textures
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
FasTC: accelerated fixed-rate texture encoding
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Free-viewpoint video rendering for mobile devices
Proceedings of the 6th International Conference on Computer Vision / Computer Graphics Collaboration Techniques and Applications
Objective image quality assessment of texture compression
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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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This paper presents a new, lossy texture compression technique that is suited to implementation on low-cost, low-bandwidth devices as well as more powerful rendering systems. It uses a representation that is based on the blending of two (or more) 'low frequency' signals using a high frequency but low precision modulation signal. Continuity of the low frequency signals helps to avoid block artefacts. Decompression costs are kept low through use of fixed-rate encoding and by eliminating indirect data access, as needed with Vector Quantisation schemes. Good quality reproduction of (A)RGB textures is achieved with a choice of 4bpp or 2bpp representations.