Texture Compression using Low-Frequency Signal Modulation
Simon Fenney
Graphics Hardware, 2003, pp. 84--91.
Abstract: 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.
Article URL: http://diglib.eg.org/EG/DL/WS/EGGH/EGGH03/084-091.pdf
BibTeX format:
@inproceedings{Fenney:2003:TCU,
  author = {Simon Fenney},
  title = {Texture Compression using Low-Frequency Signal Modulation},
  booktitle = {Graphics Hardware},
  pages = {84--91},
  year = {2003},
}
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