GPU-Based Hierarchical Texture Decompression
Abstract
We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterized by low computational complexity, random access and hierarchical structure which allow us to access first three levels of encoded mip-map pyramid. The hierarchical texture compression algorithm HiTCg is based on block-wise approach, where each block is subject to local fractal transform.
BibTeX
@inproceedings {10.2312:egs.20061022,
booktitle = {EG Short Papers},
editor = {Dieter Fellner and Charles Hansen},
title = {{GPU-Based Hierarchical Texture Decompression}},
author = {Stachera, J. and Rokita, P.},
year = {2006},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20061022}
}
booktitle = {EG Short Papers},
editor = {Dieter Fellner and Charles Hansen},
title = {{GPU-Based Hierarchical Texture Decompression}},
author = {Stachera, J. and Rokita, P.},
year = {2006},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20061022}
}