{"title":"Decomposition of 32 bpp into 16 bpp textures with alpha","authors":"Nobuki Yoda, T. Igarashi","doi":"10.1145/2787626.2792610","DOIUrl":null,"url":null,"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).","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2015 Posters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2787626.2792610","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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).
在2D游戏图像中,为了实现高效渲染,纹理被打包成一个称为精灵表的纹理。精灵表可以通过使用各种压缩方法进行压缩以节省内存,例如基于块的压缩和16 bpp(每像素位)色调降低。不过,这些方法并非没有问题。基于块的压缩依赖于gpu,像ASTC这样的高质量压缩[Nystad et al. 2012]在移动设备上通常是不可用的。16bpp的音调降低——通常与抖动一起使用——在放大时可能会产生不希望的噪音(图1c)。