dc.contributor.author | Stachera, J. | en_US |
dc.contributor.author | Rokita, P. | en_US |
dc.contributor.editor | Dieter Fellner and Charles Hansen | en_US |
dc.date.accessioned | 2015-07-19T17:09:22Z | |
dc.date.available | 2015-07-19T17:09:22Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20061022 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | GPU-Based Hierarchical Texture Decompression | en_US |
dc.description.seriesinformation | EG Short Papers | en_US |
dc.description.sectionheaders | Session 1 b: Rendering GPUs | en_US |
dc.identifier.doi | 10.2312/egs.20061022 | en_US |
dc.identifier.pages | 33-36 | en_US |