Thursday, August 11, 2011

DirectX 11 : BC6H and BC7 Texture Compression

DirectX 11 includes these new high quality texture compression formats. The DX SDK has samples with compute shader implementations of compressors and decompressors of the new formats.

Good technical info on the formats:

BC6H
http://msdn.microsoft.com/en-us/library/windows/desktop/hh308952%28v=vs.85%29.aspx

BC7
http://msdn.microsoft.com/en-us/library/windows/desktop/hh308953%28v=vs.85%29.aspx

More details are available in the OpenGL spec:
http://www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt

This presentation also includes some information on the new formats which are basically new interpolation methods:
http://www.nvidia.com/content/nvision2008/tech_presentations/Game_Developer_Track/NVISION08-Direct3D_11_Overview.pdf


BC6H - floating point data
High Dynamic Range
6:1 Compression (16 bpc RGB)


BC7 - 8-bit fixed point data
LDR with alpha
3:1 compression for RGB or 4:1 for RGBA


Comparison of the formats
http://www.g-truc.net/post-0340.html

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