dc.contributor.author | Fenney, Simon | en_US |
dc.contributor.editor | M. Doggett and W. Heidrich and W. Mark and A. Schilling | en_US |
dc.date.accessioned | 2013-10-28T10:01:30Z | |
dc.date.available | 2013-10-28T10:01:30Z | |
dc.date.issued | 2003 | en_US |
dc.identifier.isbn | 1-58113-739-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH03/084-091 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Texture | en_US |
dc.subject | I.4.2 [Image Processing and Computer Vision] | en_US |
dc.subject | Compression (Coding) | en_US |
dc.title | Texture Compression using Low-Frequency Signal Modulation | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |