Texture Supercompression
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Texture Supercompression
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime. Texture data is often the largest source of memory usage in a mobile application. Tradeoffs In their seminal paper on texture compression, Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are: ;Decoding Speed: It is highly desirable to be able to render directly from the compressed texture data and so, in order not to impact rendering performance, decompression must be fast. ;Random Access: Since predicting the order that a renderer accesses texels would be difficult, any texture compression scheme must allow fast random access to decompressed texture data. Thi ...
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Image Compression
Image compression is a type of data compression applied to digital images, to reduce their cost for computer data storage, storage or data transmission, transmission. Algorithms may take advantage of visual perception and the statistical properties of image data to provide superior results compared with generic data compression methods which are used for other digital data. Lossy and lossless image compression Image compression may be lossy compression, lossy or lossless compression, lossless. Lossless compression is preferred for archival purposes and often for medical imaging, technical drawings, clip art, or comics. Lossy compression methods, especially when used at low bit rates, introduce compression artifacts. Lossy methods are especially suitable for natural images such as photographs in applications where minor (sometimes imperceptible) loss of fidelity is acceptable to achieve a substantial reduction in bit rate. Lossy compression that produces negligible differences ...
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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed by reducing blur and aliasing that can occur when surfaces are angled away from the viewer. Anisotropy, Anisotropic filtering works by applying different amounts of filtering in different directions, unlike simpler methods like Bilinear filtering, bilinear and trilinear filtering which filter equally in all directions. While it requires more processing power than these simpler methods, anisotropic filtering became a standard feature in most graphics cards in the late 1990s and is now commonly used in games and other 3D applications, often with user-adjustable settings. Comparison to isotropic algorithms Anisotropic filtering enhances texture sharpness, counteracting the blur introduced by mipmapping, a common Anti-aliasing filter, ...
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Texture Compression
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime. Texture data is often the largest source of memory usage in a mobile application. Tradeoffs In their seminal paper on texture compression, Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are: ;Decoding Speed: It is highly desirable to be able to render directly from the compressed texture data and so, in order not to impact rendering performance, decompression must be fast. ;Random Access: Since predicting the order that a renderer accesses texels would be difficult, any texture compression scheme must allow fast random access to decompressed texture data. Thi ...
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Color Cell Compression
Color Cell Compression is a lossy compression, lossy image compression algorithm developed by Campbell et al., in 1986, which can be considered an early forerunner of modern texture compression algorithms, such as S3 Texture Compression and Adaptive Scalable Texture Compression. It is closely related to Block Truncation Coding, another lossy image compression algorithm, which predates Color Cell Compression, in that it uses the dominant luminance of a block of pixels to partition said pixels into two representative colors. The primary difference between Block Truncation Coding and Color Cell Compression is that the former was designed to compress grayscale images and the latter was designed to compress color images. Also, Block Truncation Coding requires that the standard deviation of the colors of pixels in a block be computed in order to compress an image, whereas Color Cell Compression does not use the standard deviation. Both algorithms, though, can compress an image down to ef ...
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