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://diglibwww.egcs.orgcmu.edu/EGafs/DLcs/WSacademic/EGGHclass/HPG1215869-f11/105-114www/readings/nystad12_astc.pdf.abstract.pdf;internal&action=action.digitallibrary.ShowPaperAbstract|title=Adaptive Scalable Texture Compression |publisher=HPG 2012 |date= |accessdate=2012-06-27}}</ref>
 
ASTC was adopted as an official extension for both OpenGL and OpenGL ES by the Khronos Group on 6 August 2012.<ref>{{cite web|url=http://www.khronos.org/news/press/khronos-releases-atsc-next-generation-texture-compression-specification|title=Khronos Releases ATSC Next-Generation Texture Compression Specification|publisher=The Khronos Group Inc.|date=2012-08-06|accessdate=2012-08-06}}</ref> It's also a part of [[Direct3D 11.3]] and [[Direct3D 12]] in [[Windows 10]].