As the level of realism of computer-generated images increases with the number and resolution of textures, we faced the problem of limited hardware resources. Additionally, filtering methods require multiple access and extra memory space for texture representation, thus severely reducing the memory space and bandwidth, the most common example being mip-mapping technique. We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterised by low computational complexity, random access and a hierarchical structure, which allows access to the first three levels of an encoded mip-map pyramid. The hierarchical texture compression algorithm HiTC is based on a block-wise approach, where each block is subject to local fractal transform and further effectively coded by one level of the Laplacian Pyramid.
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