Hardware for superior texture performance
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Cited by (40)
Generalization of 3D building texture using image compression and multiple representation data structure
2013, ISPRS Journal of Photogrammetry and Remote SensingCitation Excerpt :Early studies contained Block truncation coding (Delp and Mitchell, 1979) for gray images and Color Cell compression (Campbell et al., 1986) for color images. Knittel et al. (1996) first implemented the block-based method into hardware. Nowadays, the most common method is S3 Texture compression (Iourcha et al., 1999), which is implemented both in OpenGL and Direct3D and widely used in different applications.
Ftc-Floating precision texture compression
2010, Computers and Graphics (Pergamon)Citation Excerpt :Color Cell compression (CCC), a generalization of BTC for color images, was proposed by Campbell et al. [11]; it essentially is indexed color done separately for each block. This was the first approach to be considered for hardware implementation as a texture compression system by Knittel et al. [22]. The most common texture compression system today is S3TC [9], which offers 5 formats, with the most important being DXT1 for RGB images and DXT5 for RGBA images.
Random-Access Neural Compression of Material Textures
2023, ACM Transactions on GraphicsA novel data hiding algorithm for game texture based on hamming+1
2019, ACM International Conference Proceeding SeriesAdvanced high dynamic range imaging, second edition
2017, Advanced High Dynamic Range Imaging, Second EditionGST: GPU-decodable Supercompressed Textures
2016, ACM Transactions on Graphics