1996
DOI: 10.1016/0097-8493(96)00019-2
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Hardware for superior texture performance

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Cited by 31 publications
(12 citation statements)
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“…Different from the general image compression methods such as JPEG, the texture compression algorithm are optimized for random access. According to [5], the existing texture compression methods can be classified into 3 categories: Vector Quantization (VQ) [6,7], Block based compression [8][9][10][11][12][13] and High Dynamic Range (HDR) texture compression [14 -17].…”
Section: B Texture Simplificationmentioning
confidence: 99%
“…Different from the general image compression methods such as JPEG, the texture compression algorithm are optimized for random access. According to [5], the existing texture compression methods can be classified into 3 categories: Vector Quantization (VQ) [6,7], Block based compression [8][9][10][11][12][13] and High Dynamic Range (HDR) texture compression [14 -17].…”
Section: B Texture Simplificationmentioning
confidence: 99%
“…In LDR rendering, 24 bpp raw RGB textures are rarely used because they consume too much storage and bandwidth. Rendering with compressed LDR textures is preferred and has been proposed to enhance the real-time performance [5], [6], [7]. The bandwidth and storage demands are even greater with HDR rendering, where texture samples commonly use floating-point representations (usually 48 or 96 bpp).…”
Section: Introductionmentioning
confidence: 99%
“…As a consequence, there is a growing demand for methods to reduce bandwidth consumption, even if that requires dedicated hardware logic. Texture compression, first introduced in 1996 [2] [3] [4], is the most prevalent manifestation of this approach in modern graphics processing units (GPUs).…”
Section: Introductionmentioning
confidence: 99%