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dc.contributor.authorNystad, Jornen_US
dc.contributor.authorLassen, Andersen_US
dc.contributor.authorPomianowski, Andyen_US
dc.contributor.authorEllis, Seanen_US
dc.contributor.authorOlson, Tomen_US
dc.contributor.editorCarsten Dachsbacher and Jacob Munkberg and Jacopo Pantaleonien_US
dc.date.accessioned2013-10-28T10:24:12Z
dc.date.accessioned2018-04-24T12:00:55Z
dc.date.available2013-10-28T10:24:12Z
dc.date.available2018-04-24T12:00:55Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905674-41-5en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/HPG12/105-114en_US
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/EGGH.HPG12.105-114
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/EGGH.HPG12.105-114
dc.description.abstractWe describe a fixed-rate, lossy texture compression system that is designed to offer an unusual degree of flexibility and to support a very wide range of use cases, while providing better image quality than most formats in common use today. The system supports both 2D and 3D textures, at both standard and high dynamic range, at bit rates ranging from eight bits per pixel down to less than one bit per pixel in very fine steps. At any bit rate, texels can have from one to four color components. The system's flexibility results from a number of novel features. Color spaces and weights are represented using an encoding scheme that allows flexible allocation of bits between different types of information. The system uses bilinear interpolation to derive color space coordinates for a texel from sparse samples, and uses a procedural partition function to map texels to color spaces.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Textureen_US
dc.titleAdaptive Scalable Texture Compressionen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US


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