Thursday, May 23, 2013
Search
  
Submit your own News for
inclusion in our Site.
Click here...
Breaking News
Europe Proposes New Investment Plan To Advance Chip Making
Samsung Establishes Own U.S. Patent Firm
NVIDIA Brings The Titan GPU To Gamers With The GeForce GTX 780
OCZ Launches New Vertex 450 Series Solid State Drives
Samsung To Make OLED Panels For Google Glass: report
Amazon Kindle Fire HD tablets Available on June 13
Lenovo Reports Strong Fourth Quarter and Full Year Results
HP Unveils New Windows 8 PCs
Active Discussions
CDR for car Sat Nav
deleted
CD Drive Retrieve
burning
Extremely Slow External CD (Samsung SE-S084C)
Best optical drive for ripping CD's? My LG 4163B is mediocre.
Verbatim DVD+R still tops?
Doubt in choosing an Optiarc writer
 Home > News > General Computing > ARM Unv...
Last 7 Days News : SU MO TU WE TH FR SA All News

Friday, June 29, 2012
ARM Unveils Details of ASTC Texture Compression


The details of ARM's Adaptive Scalable Texture Compression (ASTC) technology were launched this week at the High Performance Graphics conference in Paris, France.

In a paper entitled "Adaptive Scalable Texture Compression", Tom Olson describe a fixed-rate, lossy texture compression system that is designed to offer an flexibility and to support a very wide range of use cases, while providing better image quality than most formats in common use today. ARM claims that quality offered by ASTC is universally better than existing texture compression schemes for LDR images, and is comparable to the de facto industry standard for HDR.

The system supports both 2D and 3D textures, at both standard and high dynamic range, at bit rates ranging from eight bits per pixel down to less than one bit per pixel in very fine steps. At any bit rate, texels can have from one to four color components.

The system's flexibility results from a number of features. Color spaces and weights are represented using an encoding scheme that allows flexible allocation of bits between different types of information. The system uses bilinear interpolation to derive color space coordinates for a texel from sparse samples, and uses a procedural partition function to map texels to color spaces.

ARM claims that ASTC offers a number of advantages over existing texture compression schemes. It is flexible, allowing bit rates from 8 bits per pixel (bpp) down to less than 1 bpp. This allows content developers to fine-tune the tradeoff of space against quality. It also supports from 1 to 4 color channels, together with modes for uncorrelated channels for use in mask textures and normal maps. ASTC supports both low dynamic range (LDR) and high dynamic range (HDR) images, both 2D and 3D images and finally, all of these features are interoperable, allowing developers to choose any combination that suits their needs.

According to the paper presented on Wednesday 27 at the High Performance Graphics conference in Paris, France, ASTC, like all current texture compression schemes, divides the image into fixed-size blocks. These blocks cover a fixed-size "footprint" in the texture image, and are encoded using a fixed number of bits. This feature makes it possible to access texels quickly in any order, with a well-bounded cost for that access.

This is in contrast to stream-based, variable-bitrate image formats such as PNG, where the decoding process requires that you have decoded the previous texels in the image. Obviously, this would be a problem if the texels you wish to access are at the bottom right of the texture.

The 2D block footprints in ASTC range from 4x4 texels up to 12x12. By dividing the 128 bits by the number of texels in the footprint, we derive bit rates from 8 bpp (128 bits / 16 texels) down to 0.89 bpp (128 bits / 144 texels).



In the simplest case, the encoder analyses each block in isolation and selects two colors which define the end points of a line in the color space. The approximate colors of texels can then be reconstructed from these color endpoints by interpolating between them. For each texel in the footprint, a weight value is stored, and the weighted average calculated. The weight, mathematically, is a value in the range 0 to 1, but for storage this is quantized to a few bits. Selecting the endpoint colors and the weights to make an optimal match to the texel colors in the original block is the job of the encoder.

Most of the existing formats use similar methods. However, most schemes use a fixed split between the number of bits used to represent the endpoint colors, and the number of bits used to represent the color weights.

Some formats offer different precision at different bit rates, but the number of bits for endpoints and weights is determined globally by the block footprint.

Sean Ellis technical staff in ARM's Media Processing Division, has posted more information online describing the ASTC compression scheme.


Previous
Next
AMD Catalyst 12.6 WHQL and 12.7 Beta Drivers Released        All News        Hulu To Stream HBO Content In Japan
UMC To Implement IBM's Technology For 20nm Process With FinFET 3D Transistors     General Computing News      Micron To Buy Elpida For 200 Billion Yen: report

Get RSS feed Easy Print E-Mail this Message

Related News
LG Becomes Partner For ARM Cortex-A50 Family Of Products And Mali GPUs
ARM Gains Access To Interconnect Patent Portfolio
ARM's Q1 Sales Driven By High Smartphone, Tablet Demand
ARM Introduces New License Model For Big.Little Technology
LSI Introduces ARM-based Communication Processors
ARM Announces POP IP for Cortex-A50 Series Processors on TSMC 28nm HPM and 16nm FinFET Processes
ARM and TSMC Tape-Out First ARM Cortex-A57 Processor on TSMC's 16nm FinFET Technology
ARM Chief Retires
Freescale Introduces The World's Smallest ARM Microcontroller
ARM big.Little Systems To Launch This Year
ARM Reports Profit For Q4
Qualcomm To Make ARM server SoCs

Most Popular News
 
Home | News | All News | Reviews | Articles | Guides | Download | Expert Area | Forum | Site Info
Site best viewed at 1024x768+ - CDRINFO.COM 1998-2013 - All rights reserved -
Privacy policy - Contact Us .