GPU-Based Hierarchical Texture Decompression

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Date
2006
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
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@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
}, ISBN = {}, DOI = {
10.2312/egs.20061022
} }
Citation