Adaptive scalable texture compression: Difference between revisions

Content deleted Content added
Atilla000 (talk | contribs)
m updated reference link
Atilla000 (talk | contribs)
m filled in "citation needed"
Line 1:
'''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 name=astc_paper>{{cite web|url=http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/nystad12_astc.pdf|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]].
Line 15:
The choices of bit rate and color format do not constrain each other, so that it possible to choose from a large number of combinations.
 
Despite this flexibility, ASTC achieves {{citation needed span|text=better peak signal-to-noise ratios than [[PVRTC]], [[S3TC]], and [[Ericsson Texture Compression|ETC2]] when measured at 2 and 3.56 bits per texel|date.<ref name=June"astc_paper" 2015}}./> For HDR textures, it {{citation needed span|text=produces results comparable to BC6H at 8 bits per texel|date.<ref name=June"astc_paper" 2015}}./>
 
== Supported color formats ==