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.
Categories and Subject Descriptors (according to ACM CCS):
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Texture
I.4.2 [Image Processing and Computer Vision]: Compression (Coding)
Download (1.33 MB)