Adaptive scalable texture compression: Difference between revisions

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'''Adaptive Scalable Texture Compression''' ('''ASTC''') is a [[lossy compression|lossy]] block-based [[texture compression]] [[algorithm]] developed by Jørn Nystad et. al. of [[ARM_Holdings|ARM Ltd.]]
 
Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et. al. entitled "Adaptive Scalable Texture Compression"<ref>{{cite web|url=http://diglib.eg.org/EG/DL/WS/EGGH/HPG12/105-114.pdf.abstract.pdf;internal&action=action.digitallibrary.ShowPaperAbstract|title=Adaptive Scalable Texture Compression |publisher=HPG 2012 |date= |accessdate=2012-06-27}}</ref>
 
=== Overview ===
 
[[File:Original_Image_before_ASTC_compression.jpg|thumb|right|Example image prior to compression]][[File:Detail_of_ASTC_compressed_image.png|thumb|right|Detail from example image, after compression at 4, 3.56 and 2 bits/pixel]]The method of compression is an evolution of [[Color Cell Compression]] but with numerous novel features including numerous closely- spaced fractional bit rates, multiple color formats, support for High Dynamic Range (HDR) textures, and real 3D texture support.
 
The stated primary design goal for ASTC is to enable content developers to have better control over the space/quality tradeoff inherent in any lossy compression scheme. With ASTC, the ratio between adjacent bit rates is of the order of 25%, making it less expensive to increase quality for a given texture.