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  2. Texture compression - Wikipedia

    en.wikipedia.org/wiki/Texture_compression

    Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime.

  3. S3 Texture Compression - Wikipedia

    en.wikipedia.org/wiki/S3_Texture_Compression

    S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. [1] [2] for use in their Savage 3D computer graphics accelerator.

  4. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates ...

  5. Parallax mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_mapping

    At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes. This effect is commonly used for rendering windows in order to fake 3D interiors for example. Parallax mapping, as described by Kaneko et al., is a single step process that does not account for occlusion ...

  6. Adaptive scalable texture compression - Wikipedia

    en.wikipedia.org/wiki/Adaptive_scalable_texture...

    Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".

  7. MeshLab - Wikipedia

    en.wikipedia.org/wiki/MeshLab

    MeshLab is a 3D mesh processing software system that is oriented to the management and processing of unstructured large meshes and provides a set of tools for editing, cleaning, healing, inspecting, rendering, and converting these kinds of meshes.

  8. OpenEXR - Wikipedia

    en.wikipedia.org/wiki/OpenEXR

    OpenEXR is a high-dynamic range, multi-channel raster file format, released as an open standard along with a set of software tools created by Industrial Light & Magic (ILM), under a free software license similar to the BSD license.

  9. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    Practical Texture Atlases - A guide on using a texture atlas (and the pros and cons). A thousand ways to pack the bin - Review and benchmark of the different packing algorithms; Sprite Sheets - Essential Facts Every Game Developer Should Know - Funny video explaining the benefits of using sprite sheets; What is Texture Atlas?