Per Wennersten

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This paper presents what we believe are the first (public) algorithms for floating-point (fp) color and fp depth buffer compression. The depth codec is also available in an integer version. The codecs are <b>harmonized</b>, meaning that they share basic technology, making it easier to use the same hardware unit for both types of compression. We further(More)
In this paper we investigate low-bitrate compression of scalar textures such as alpha maps, down to one or two bits per pixel. We present two new techniques for 4× 4 blocks, based on the idea from ETC to use index tables. We demonstrate that although the visual quality of the alpha maps is greatly reduced at these low bit rates, the quality of the final(More)
Texture compression helps rendering by reducing the footprint in graphics memory, thus allowing for more textures, and by lowering the number of memory accesses between the graphics processor and memory, increasing performance and lowering power consumption. Compared to image compression methods like JPEG however, textures codecs are typically much less(More)
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, do not handle well. The application writer must therefore choose between doubling the bit rate by choosing a codec such as BC7, or accept(More)
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