This site contains the author concept of the hierarchical texture compression algorithms, including compression of:
basic textures,
normal maps and
HDR textures. The content of this page presents the results of the research and tests conducted for those algorithms. However, this page does not constitute an exhaustive source of information on the hierarchical texture compression, but is a complementary material for previous author publications (
Publications).
The presented hierarchical texture compression algorithms are based on the proposed local fractal transform. The advantage of this transform is a hierarchical representation of the texture. Main advantage of this representation is reduced number of memory accesses when used with the filtration methods based on the MIP pyramid
[Wil83]. At the same time the use of this representation leads to a more efficient processing of data in the rasterization based graphics hardware.