Stachera, J.Rokita, P.Dieter Fellner and Charles Hansen2015-07-192015-07-192006https://doi.org/10.2312/egs.20061022We 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.GPU-Based Hierarchical Texture Decompression10.2312/egs.2006102233-36