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dc.contributor.authorStachera, J.en_US
dc.contributor.authorRokita, P.en_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:22Z
dc.date.available2015-07-19T17:09:22Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061022en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleGPU-Based Hierarchical Texture Decompressionen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 1 b: Rendering GPUsen_US
dc.identifier.doi10.2312/egs.20061022en_US
dc.identifier.pages33-36en_US


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