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    Texture Compression using Low-Frequency Signal Modulation

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    084-091.pdf (1.439Mb)
    Date
    2003
    Author
    Fenney, Simon
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    Abstract
    This paper presents a new, lossy texture compression technique that is suited to implementation on low-cost, low-bandwidth devices as well as more powerful rendering systems. It uses a representation that is based on the blending of two (or more) `low frequency' signals using a high frequency but low precision modulation signal. Continuity of the low frequency signals helps to avoid block artefacts. Decompression costs are kept low through use of fixed-rate encoding and by eliminating indirect data access, as needed with Vector Quantisation schemes. Good quality reproduction of (A)RGB textures is achieved with a choice of 4bpp or 2bpp representations.
    BibTeX
    @inproceedings {EGGH03:084-091,
    booktitle = {Graphics Hardware},
    editor = {M. Doggett and W. Heidrich and W. Mark and A. Schilling},
    title = {{Texture Compression using Low-Frequency Signal Modulation}},
    author = {Fenney, Simon},
    year = {2003},
    publisher = {The Eurographics Association},
    ISSN = {1727-3471},
    ISBN = {1-58113-739-1},
    DOI = {10.2312/EGGH03/084-091}
    }
    URI
    http://dx.doi.org/10.2312/EGGH03/084-091
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