词条 | Texture compression |
释义 |
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. TradeoffsIn their seminal paper on texture compression,[1] Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are:
Given the above, most texture compression algorithms involve some form of fixed-rate lossy vector quantization of small fixed-size blocks of pixels into small fixed-size blocks of coding bits, sometimes with additional extra pre-processing and post-processing steps. Block Truncation Coding is a very simple example of this family of algorithms. Because their data access patterns are well-defined, texture decompression may be executed on-the-fly during rendering as part of the overall graphics pipeline, reducing overall bandwidth and storage needs throughout the graphics system. As well as texture maps, texture compression may also be used to encode other kinds of rendering map, including bump maps and surface normal maps. Texture compression may also be used together with other forms of map processing such as MIP maps and anisotropic filtering. AvailabilitySome examples of practical texture compression systems are S3 Texture Compression (S3TC), PVRTC, Ericsson Texture Compression (ETC) and Adaptive Scalable Texture Compression (ASTC); these may be supported by special function units in modern Graphics processing units. OpenGL and OpenGL ES, as implemented on many video accelerator cards and mobile GPUs, can support multiple common kinds of texture compression - generally through the use of vendor extensions. Texture compression can be applied to reduce memory usage at runtime, as opposed to texture compression designed to reduce download or disk size. For 64-bit iPhone and iPad hardware, the RenderReduce Framework can be applied to significantly reduce memory use. Texture data is often the largest source of memory usage in a mobile application. See also
References1. ^{{Citation | author= Andrew Beers |author2=Maneesh Agrawala |author3=Navin Chaddha | title=Rendering from Compressed Textures |journal=Computer Graphics, Proc. SIGGRAPH |year=1996 |pages=373–378|url=http://graphics.stanford.edu/projects/flashg/papers/texture_compression/}} 2. ^{{Cite web|url=https://github.com/BinomialLLC/crunch|title=crunch open source texture compression library|website=GitHub|access-date=2016-09-13}} External links
2 : Texture compression|Computer graphics |
随便看 |
|
开放百科全书收录14589846条英语、德语、日语等多语种百科知识,基本涵盖了大多数领域的百科知识,是一部内容自由、开放的电子版国际百科全书。