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The authors present a simple method for rendering directly from compressed textures in hardware and software rendering systems. Textures are compressed using a Vector Quantization (VQ) method. The advantage of VQ over other compression techniques is that textures can be decompressed quickly during rendering. The drawback of using lossy compression schemes such as VQ for textures is that such methods introduce errors into the textures. The authors discuss techniques for controlling these losses. The authors also describe an extension to the basic VQ technique for compressing mipmaps.
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