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Decomposition of 32 bpp into 16 bpp textures with alpha

Published: 31 July 2015 Publication History

Abstract

In 2D game graphics, textures are packed into a single texture called a sprite sheet in order to achieve efficient rendering. The sprite sheet can be compressed to save memory by using various compression methods such as block-based compressions and 16 bpp (bits per pixel) tone reduction. These methods are not without some problems, though. Block-based compressions are GPU-dependent, and high-quality compressions such as ASTC [Nystad et al. 2012] are often unavailable on mobile devices. 16 bpp tone reduction--often used with dithering--can create undesirable noise when it is scaled up (Figure 1c).

References

[1]
Nystad, J., Lassen, A., Pomianowski, A., Ellis, S., and Olson, T. 2012. Adaptive scalable texture compression. In Proc. EGGH-HPG'12, 105--114.
[2]
Wallace, B. 1981. Merging and transformation of raster images for cartoon animation. In Proc. SIGGRAPH '81, 253--262.

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    cover image ACM Conferences
    SIGGRAPH '15: ACM SIGGRAPH 2015 Posters
    July 2015
    95 pages
    ISBN:9781450336321
    DOI:10.1145/2787626
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    Published: 31 July 2015

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