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Khronos compresses texture maps for everyone

Over the years of computer graphics, stretching back to Ed Catmull’s pioneering 1974 paper that introduced the concept of subdivision, wrapping, and unwrapping, the CG industry has been trying to find ways to make texture mapping faster and more efficient because it is such a powerful tool. It led to Jim Blinn’s famous 1978 paper on bump-mapping and other developments. ...

Jon Peddie

Over the years of computer graphics, stretching back to Ed Catmull’s pioneering 1974 paper that introduced the concept of subdivision, wrapping, and unwrapping, the CG industry has been trying to find ways to make texture mapping faster and more efficient because it is such a powerful tool. It led to Jim Blinn’s famous 1978 paper on bump-mapping and other developments. Texture maps are bit planes that lend themselves to compression. And over the years several clever techniques have been developed to make such compressions, both lossless and lossy. The problem has been that the various compression tricks weren’t universal and
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