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S3 Texture Compression

Index S3 Texture Compression

S3 Texture Compression (S3TC) (sometimes also called DXTn or DXTC) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. [1]

41 relations: Adaptive Scalable Texture Compression, Algorithm, Alpha compositing, Apple Video, ATI Technologies, Bit, Block Truncation Coding, Color Cell Compression, Compression artifact, De facto, DirectDraw Surface, DirectX, Doom 3, Ericsson Texture Compression, FourCC, FXT1, Glossary of computer graphics, Graphics processing unit, Id Software, JPEG, Lossy compression, LWN.net, Microsoft, MIT License, Normal mapping, Open-source model, OpenGL, Phoronix, PVRTC, RGB color space, RGBA color space, S2TC, S3 Graphics, S3 Savage, Shader, Texture compression, Texture mapping, Vector quantization, Video game console, 3D computer graphics, 3Dc.

Adaptive Scalable Texture Compression

Adaptive Scalable Texture Compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al.

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Algorithm

In mathematics and computer science, an algorithm is an unambiguous specification of how to solve a class of problems.

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Alpha compositing

In computer graphics, alpha compositing is the process of combining an image with a background to create the appearance of partial or full transparency.

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Apple Video

Apple Video is a lossy video compression and decompression algorithm (codec) developed by Apple Inc. and first released as part of QuickTime 1.0 in 1991.

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ATI Technologies

ATI Technologies Inc. (commonly called ATI) was a semiconductor technology corporation based in Markham, Ontario, Canada, that specialized in the development of graphics processing units and chipsets.

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Bit

The bit (a portmanteau of binary digit) is a basic unit of information used in computing and digital communications.

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Block Truncation Coding

Block Truncation Coding (BTC) is a type of lossy image compression technique for greyscale images.

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Color Cell Compression

Color Cell Compression is a lossy image compression algorithm developed by Campbell et al., in 1986, which can be considered an early forerunner of modern texture compression algorithms, such as S3 Texture Compression and Adaptive Scalable Texture Compression.

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Compression artifact

A compression artifact (or artefact) is a noticeable distortion of media (including images, audio, and video) caused by the application of lossy compression.

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De facto

In law and government, de facto (or;, "in fact") describes practices that exist in reality, even if not legally recognised by official laws.

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DirectDraw Surface

The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs.

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DirectX

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms.

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Doom 3

Doom 3 (stylized as DOOM3) is a survival horror first-person shooter video game developed by id Software and published by Activision.

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Ericsson Texture Compression

Ericsson Texture Compression (ETC) is a lossy texture compression technique developed in collaboration with Ericsson Research in early 2005.

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FourCC

A FourCC (literally, four-character code) is a sequence of four bytes used to uniquely identify data formats.

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FXT1

FXT1 is a texture compression scheme for 3D graphics, invented by the hardware vendor 3dfx and offered as an open source rival standard to S3TC in September 1999, a year after S3TC had been adopted by Microsoft as part of DirectX.

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Glossary of computer graphics

This is a glossary of terms relating computer graphics.

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Graphics processing unit

A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device.

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Id Software

id Software LLC (see Company name) is an American video game developer headquartered in Dallas, Texas.

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JPEG

JPEG is a commonly used method of lossy compression for digital images, particularly for those images produced by digital photography.

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Lossy compression

In information technology, lossy compression or irreversible compression is the class of data encoding methods that uses inexact approximations and partial data discarding to represent the content.

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LWN.net

LWN.net is a computing webzine with an emphasis on free software and software for Linux and other Unix-like operating systems.

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Microsoft

Microsoft Corporation (abbreviated as MS) is an American multinational technology company with headquarters in Redmond, Washington.

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MIT License

The MIT License is a permissive free software license originating at the Massachusetts Institute of Technology (MIT).

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Normal mapping

In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping.

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Open-source model

The open-source model is a decentralized software-development model that encourages open collaboration.

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OpenGL

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.

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Phoronix

Phoronix is a technology website that offers insights regarding the development of the Linux kernel, product reviews, interviews, and news regarding free and open-source software by monitoring the Linux kernel mailing list or interviews.

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PVRTC

PVRTC and PVRTC2 are a family of lossy, fixed-rate texture compression formats used in PowerVR's MBX (PVRTC only), SGX and Rogue technologies.

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RGB color space

A RGB color space is any additive color space based on the RGB color model.

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RGBA color space

RGBA stands for red green blue alpha.

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S2TC

S2TC (short for Super Simple Texture Compression) is a texture compression algorithm designed to be compatible with existing patented S3TC decompressors while avoiding any need for patent licensing fees.

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S3 Graphics

S3 Graphics, Ltd (commonly referred to as S3) is an American computer graphics company.

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S3 Savage

Savage was a product-line of PC graphics chipsets designed by S3.

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Shader

In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.

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Texture compression

Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems.

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Texture mapping

Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.

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Vector quantization

Vector quantization (VQ) is a classical quantization technique from signal processing that allows the modeling of probability density functions by the distribution of prototype vectors.

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Video game console

A video game console is an electronic, digital or computer device that outputs a video signal or visual image to display a video game that one or more people can play.

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3D computer graphics

3D computer graphics or three-dimensional computer graphics, (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.

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3Dc

3Dc (FourCC: ATI2), also known as DXN, BC5, or Block Compression 5 is a lossy data compression algorithm for normal maps invented and first implemented by ATI.

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Redirects here:

DXT (file format), DXT1, DXT2, DXT3, DXT4, DXT5, DXTc, DXTn, S3TC.

References

[1] https://en.wikipedia.org/wiki/S3_Texture_Compression

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