Real-Time Normal Map DXT Compression

  title={Real-Time Normal Map DXT Compression},
  author={J. M. P. van Waveren and Ignacio Casta{\~n}o},
Using today's graphics hardware, normal maps can be stored in several compressed formats that are decompressed on the fly in hardware during rendering. Several object-space and tangent-space normal map compression techniques using existing texture compression formats are evaluated. While decompression from these formats happens in real-time in hardware during rendering, compression to these formats may take a considerable amount of time using existing compressors. Two highly optimized tangent… CONTINUE READING

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