Texture Compression using Low-Frequency Signal Modulation
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.
BibTeX
@inproceedings {10.2312:EGGH03:084-091,
booktitle = {Graphics Hardware},
editor = {M. Doggett and W. Heidrich and W. Mark and A. Schilling},
title = {{Texture Compression using Low-Frequency Signal Modulation}},
author = {Fenney, Simon},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-739-1},
DOI = {10.2312/EGGH03/084-091}
}
booktitle = {Graphics Hardware},
editor = {M. Doggett and W. Heidrich and W. Mark and A. Schilling},
title = {{Texture Compression using Low-Frequency Signal Modulation}},
author = {Fenney, Simon},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-739-1},
DOI = {10.2312/EGGH03/084-091}
}