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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