Decomposition of 32 bpp into 16 bpp textures with alpha

Nobuki Yoda, T. Igarashi
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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).
用alpha将32 bpp分解为16 bpp纹理
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)。
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