SlideShare a Scribd company logo
DXT
      (http://gamecode.org)
              2009.10.11
DXT
•
    –
    –
    –

•
    –

•
    –   DDS
    –   Nvidia
    –   DirectX         (DirectX Texture Tool)
    –   ATI compressonator

•                             .        DXT1, DXT3, DXT5
DXT          ?
•
    –
    –                    ,

•
    –        : Allegorithmic "Substance Air“
          • a new genetation of texture
          • http://www.allegorithmic.com
          •        ~
    –

•   DXT                      ~
DXT
•   4x4
     –           read                           16
     –                  Bilinear Filtering
     –
     –                                                           (cache hit!!)

•
     –    dxt1               4x4              8
     –          16                         2*16 => 32                   (1/4      )
          (X8R8G8B8                                                         1/8       )

•
     –                                     (                 )
     –                                 (                            )
     –

•                                                       !!
DXT1 기본 알고리즘(1)
•   4x4
     –    8
     –    2        +2        +4
     –    16     + 16     + 32
     –    16     + 16     + (2    +2      + ... + 2    )
     –    RGB1(565:16) + RGB2(565:16) + T00(2) + T01(2) + T02(2) + T03(2) + T10(2) + T12(2) + ..
          + T33(2)

•   PCA              (            )
     –                           (Eigen Vector)
     –           =          (         )
DXT1 기본 알고리즘(2)
•   16
     –   PCA
     –                3       (RGB)
•
     –




•
     –   RangeFit
     –   ClusterFit
     –
     –   참고 : http:/ / code.google.com/ p/ libsquish/
DXT1 기본 알고리즘(3)
• Pseudo Code




                                            ???
    (0, 1   RGB0,RGB1          )
•
     –                  RGB0 >= RGB1
     – DXT1                     BLACK   0
DXT3/ DX5 알고리즘(1)
•   DXT 3
    – RGB              DXT1
    – 16                        4                     (8       )
•   DXT5
    –                               (RGB       )
    – 8
           •   1       +1          +6
           •   8Bit + 8Bit + 3Bit + 3bit ... + 3Bit
           •   ALPHA0(8) + ALPHA1(8) + T00(3) + T01(3) + .. + T32(3) + T33(3)
           •   RGB                 (8              )
    – Pseudo Code
DXT3/ DX5 알고리즘(2)
– RGB    BLACK            0, 255
   •            ALPHA1   ALPHA0    8   6+2

– Pseudo Code
•                                                                   (      )
    –                           (             )

•
    –
          •
          •              HALO
               –        DXT5          , RGB                     ,
               –


•                            DXT
    –                 : 16                                          DXT

•              (Official)
    –   http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt

More Related Content

What's hot

Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
JP Lee
 
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
MinGeun Park
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
guest11b095
 

What's hot (20)

Screen space reflection
Screen space reflectionScreen space reflection
Screen space reflection
 
Modern OpenGL Usage: Using Vertex Buffer Objects Well
Modern OpenGL Usage: Using Vertex Buffer Objects Well Modern OpenGL Usage: Using Vertex Buffer Objects Well
Modern OpenGL Usage: Using Vertex Buffer Objects Well
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
 
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09) 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
 
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsGDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
 
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
 
Anatomy of a Texture Fetch
Anatomy of a Texture FetchAnatomy of a Texture Fetch
Anatomy of a Texture Fetch
 
Beyond porting
Beyond portingBeyond porting
Beyond porting
 
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
 
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
 
Light prepass
Light prepassLight prepass
Light prepass
 
Hable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr LightingHable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr Lighting
 
Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3
 
Rendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderRendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb Raider
 
Getting started with High-Definition Render Pipeline for games- Unite Copenha...
Getting started with High-Definition Render Pipeline for games- Unite Copenha...Getting started with High-Definition Render Pipeline for games- Unite Copenha...
Getting started with High-Definition Render Pipeline for games- Unite Copenha...
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Ndc11 이창희_hdr
Ndc11 이창희_hdrNdc11 이창희_hdr
Ndc11 이창희_hdr
 
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologySecrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
 

Viewers also liked

KGC04_실시간애니메이션이해와응용
KGC04_실시간애니메이션이해와응용KGC04_실시간애니메이션이해와응용
KGC04_실시간애니메이션이해와응용
noerror
 
NDC08_실시간비주얼그래프편집
NDC08_실시간비주얼그래프편집NDC08_실시간비주얼그래프편집
NDC08_실시간비주얼그래프편집
noerror
 
07_Visual Shader Editor
07_Visual Shader Editor07_Visual Shader Editor
07_Visual Shader Editor
noerror
 
[박민근] 3 d렌더링 옵티마이징_nv_perfhud
[박민근] 3 d렌더링 옵티마이징_nv_perfhud[박민근] 3 d렌더링 옵티마이징_nv_perfhud
[박민근] 3 d렌더링 옵티마이징_nv_perfhud
MinGeun Park
 
NDC2015 광개토태왕 테크니컬 아트
NDC2015 광개토태왕 테크니컬 아트NDC2015 광개토태왕 테크니컬 아트
NDC2015 광개토태왕 테크니컬 아트
재철 황
 
4강 shader fx 기초실습_텍스쳐 조작2
4강 shader fx 기초실습_텍스쳐 조작24강 shader fx 기초실습_텍스쳐 조작2
4강 shader fx 기초실습_텍스쳐 조작2
JP Jung
 
모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트
모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트
모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트
Dae Kim
 
Ndc2010 전형규 마비노기2 캐릭터 렌더링 기술
Ndc2010 전형규   마비노기2 캐릭터 렌더링 기술Ndc2010 전형규   마비노기2 캐릭터 렌더링 기술
Ndc2010 전형규 마비노기2 캐릭터 렌더링 기술
henjeon
 

Viewers also liked (20)

KGC04_실시간애니메이션이해와응용
KGC04_실시간애니메이션이해와응용KGC04_실시간애니메이션이해와응용
KGC04_실시간애니메이션이해와응용
 
How riot works
How riot worksHow riot works
How riot works
 
Asia bootcamp devclan
Asia bootcamp devclanAsia bootcamp devclan
Asia bootcamp devclan
 
Inferred Lighting
Inferred LightingInferred Lighting
Inferred Lighting
 
NDC08_실시간비주얼그래프편집
NDC08_실시간비주얼그래프편집NDC08_실시간비주얼그래프편집
NDC08_실시간비주얼그래프편집
 
07_Visual Shader Editor
07_Visual Shader Editor07_Visual Shader Editor
07_Visual Shader Editor
 
[박민근] 3 d렌더링 옵티마이징_nv_perfhud
[박민근] 3 d렌더링 옵티마이징_nv_perfhud[박민근] 3 d렌더링 옵티마이징_nv_perfhud
[박민근] 3 d렌더링 옵티마이징_nv_perfhud
 
Ndc12 이창희 render_pipeline
Ndc12 이창희 render_pipelineNdc12 이창희 render_pipeline
Ndc12 이창희 render_pipeline
 
NDC2015 광개토태왕 테크니컬 아트
NDC2015 광개토태왕 테크니컬 아트NDC2015 광개토태왕 테크니컬 아트
NDC2015 광개토태왕 테크니컬 아트
 
10_Human Skin Rendering
10_Human Skin Rendering10_Human Skin Rendering
10_Human Skin Rendering
 
4강 shader fx 기초실습_텍스쳐 조작2
4강 shader fx 기초실습_텍스쳐 조작24강 shader fx 기초실습_텍스쳐 조작2
4강 shader fx 기초실습_텍스쳐 조작2
 
2016 NDC - 모바일 게임 서버 엔진 개발 후기
2016 NDC - 모바일 게임 서버 엔진 개발 후기2016 NDC - 모바일 게임 서버 엔진 개발 후기
2016 NDC - 모바일 게임 서버 엔진 개발 후기
 
[Kgc2012] deferred forward 이창희
[Kgc2012] deferred forward 이창희[Kgc2012] deferred forward 이창희
[Kgc2012] deferred forward 이창희
 
모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트
모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트
모바일 게임과 앱을 위한 오픈소스 게임서버 엔진 프로젝트 CloudBread 프로젝트
 
Visual shock vol.2
Visual shock   vol.2Visual shock   vol.2
Visual shock vol.2
 
코끼리를 냉장고에 넣는 법 - 최부호, NDC2013
코끼리를 냉장고에 넣는 법 - 최부호, NDC2013코끼리를 냉장고에 넣는 법 - 최부호, NDC2013
코끼리를 냉장고에 넣는 법 - 최부호, NDC2013
 
Ndc2010 전형규 마비노기2 캐릭터 렌더링 기술
Ndc2010 전형규   마비노기2 캐릭터 렌더링 기술Ndc2010 전형규   마비노기2 캐릭터 렌더링 기술
Ndc2010 전형규 마비노기2 캐릭터 렌더링 기술
 
[160404] 유니티 apk 용량 줄이기
[160404] 유니티 apk 용량 줄이기[160404] 유니티 apk 용량 줄이기
[160404] 유니티 apk 용량 줄이기
 
대규모 프로젝트 개발이야기 - 이승헌, 유나이트 코리아 2014
대규모 프로젝트 개발이야기 - 이승헌, 유나이트 코리아 2014대규모 프로젝트 개발이야기 - 이승헌, 유나이트 코리아 2014
대규모 프로젝트 개발이야기 - 이승헌, 유나이트 코리아 2014
 
클라우드 기반 Unity 게임 서버 구축, 60분이면 충분하다
클라우드 기반 Unity 게임 서버 구축, 60분이면 충분하다클라우드 기반 Unity 게임 서버 구축, 60분이면 충분하다
클라우드 기반 Unity 게임 서버 구축, 60분이면 충분하다
 

Similar to 09_Dxt 압축 알고리즘 소개

การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
jibbie23
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
jibbie23
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
jibbie23
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
jibbie23
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
jibbie23
 
ぐだ生 Java入門第三回(文字コードの話)(Keynote版)
ぐだ生 Java入門第三回(文字コードの話)(Keynote版)ぐだ生 Java入門第三回(文字コードの話)(Keynote版)
ぐだ生 Java入門第三回(文字コードの話)(Keynote版)
Makoto Yamazaki
 
レインボーテーブルを使ったハッシュの復号とSalt
レインボーテーブルを使ったハッシュの復号とSaltレインボーテーブルを使ったハッシュの復号とSalt
レインボーテーブルを使ったハッシュの復号とSalt
Ryo Maruyama
 
Javascript engine performance
Javascript engine performanceJavascript engine performance
Javascript engine performance
Duoyi Wu
 

Similar to 09_Dxt 압축 알고리즘 소개 (20)

Extreme dxt compression
Extreme dxt compressionExtreme dxt compression
Extreme dxt compression
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
 
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิกการสอนครั้งที่ 2   intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
การสอนครั้งที่ 2 intro ความรู้เบื้องต้นเกี่ยวกับคอมพิวเตอร์กราฟิก
 
The str/bytes nightmare before python2 EOL
The str/bytes nightmare before python2 EOLThe str/bytes nightmare before python2 EOL
The str/bytes nightmare before python2 EOL
 
ぐだ生 Java入門第三回(文字コードの話)(Keynote版)
ぐだ生 Java入門第三回(文字コードの話)(Keynote版)ぐだ生 Java入門第三回(文字コードの話)(Keynote版)
ぐだ生 Java入門第三回(文字コードの話)(Keynote版)
 
2011.05.27 ACC 기술세미나 : Adobe Flash Builder 4.5를 환경에서 Molehill 3D를 이용한 개발 소개
2011.05.27 ACC 기술세미나 : Adobe Flash Builder 4.5를 환경에서 Molehill 3D를 이용한 개발 소개2011.05.27 ACC 기술세미나 : Adobe Flash Builder 4.5를 환경에서 Molehill 3D를 이용한 개발 소개
2011.05.27 ACC 기술세미나 : Adobe Flash Builder 4.5를 환경에서 Molehill 3D를 이용한 개발 소개
 
Introduction to spark
Introduction to sparkIntroduction to spark
Introduction to spark
 
Power7 family quick ref
Power7 family quick refPower7 family quick ref
Power7 family quick ref
 
Debugging TV Frame 0x0D
Debugging TV Frame 0x0DDebugging TV Frame 0x0D
Debugging TV Frame 0x0D
 
レインボーテーブルを使ったハッシュの復号とSalt
レインボーテーブルを使ったハッシュの復号とSaltレインボーテーブルを使ったハッシュの復号とSalt
レインボーテーブルを使ったハッシュの復号とSalt
 
Javascript engine performance
Javascript engine performanceJavascript engine performance
Javascript engine performance
 
4-DES.pdf
4-DES.pdf4-DES.pdf
4-DES.pdf
 
Lecture 3.1 to 3.2 bt
Lecture 3.1 to 3.2 btLecture 3.1 to 3.2 bt
Lecture 3.1 to 3.2 bt
 
Fast and Parallel Webpage Layout
Fast and Parallel Webpage LayoutFast and Parallel Webpage Layout
Fast and Parallel Webpage Layout
 
Overview on Cryptography and Network Security
Overview on Cryptography and Network SecurityOverview on Cryptography and Network Security
Overview on Cryptography and Network Security
 
Hadoop london
Hadoop londonHadoop london
Hadoop london
 
ALPSチュートリアル
ALPSチュートリアルALPSチュートリアル
ALPSチュートリアル
 

More from noerror

KCGS11_실시간 피사계 심도 렌더링 개선 기법
KCGS11_실시간 피사계 심도 렌더링 개선 기법KCGS11_실시간 피사계 심도 렌더링 개선 기법
KCGS11_실시간 피사계 심도 렌더링 개선 기법
noerror
 
11_통계 자료분석 입문
11_통계 자료분석 입문11_통계 자료분석 입문
11_통계 자료분석 입문
noerror
 
11_SH를 이용한 실시간 투명 근사법
11_SH를 이용한 실시간 투명 근사법11_SH를 이용한 실시간 투명 근사법
11_SH를 이용한 실시간 투명 근사법
noerror
 
ICON08_게임 애니메이션 최적화 기법
ICON08_게임 애니메이션 최적화 기법ICON08_게임 애니메이션 최적화 기법
ICON08_게임 애니메이션 최적화 기법
noerror
 
08_Marching Cube Terrains
08_Marching Cube Terrains08_Marching Cube Terrains
08_Marching Cube Terrains
noerror
 
08_게임 물리 프로그래밍 가이드
08_게임 물리 프로그래밍 가이드08_게임 물리 프로그래밍 가이드
08_게임 물리 프로그래밍 가이드
noerror
 
08_플래시 맛보기
08_플래시 맛보기08_플래시 맛보기
08_플래시 맛보기
noerror
 
08_애니메이션고등학교 게임과 특강
08_애니메이션고등학교 게임과 특강08_애니메이션고등학교 게임과 특강
08_애니메이션고등학교 게임과 특강
noerror
 
08_Wxwidgets 소개
08_Wxwidgets 소개08_Wxwidgets 소개
08_Wxwidgets 소개
noerror
 
07_PhysX 강체물리 입문
07_PhysX 강체물리 입문07_PhysX 강체물리 입문
07_PhysX 강체물리 입문
noerror
 
07_스케일폼 소개
07_스케일폼 소개07_스케일폼 소개
07_스케일폼 소개
noerror
 
06_HDR 소개
06_HDR 소개06_HDR 소개
06_HDR 소개
noerror
 
06_게임엔진 활용팁
06_게임엔진 활용팁06_게임엔진 활용팁
06_게임엔진 활용팁
noerror
 
06_게임엔진구성
06_게임엔진구성06_게임엔진구성
06_게임엔진구성
noerror
 
06_자동차물리입문(1)
06_자동차물리입문(1)06_자동차물리입문(1)
06_자동차물리입문(1)
noerror
 
06_앰비언트어클루전 소개
06_앰비언트어클루전 소개06_앰비언트어클루전 소개
06_앰비언트어클루전 소개
noerror
 

More from noerror (20)

15_TextureAtlas
15_TextureAtlas15_TextureAtlas
15_TextureAtlas
 
11_웹서비스활용
11_웹서비스활용11_웹서비스활용
11_웹서비스활용
 
NDC12_Lockless게임서버설계와구현
NDC12_Lockless게임서버설계와구현NDC12_Lockless게임서버설계와구현
NDC12_Lockless게임서버설계와구현
 
KCGS11_실시간 피사계 심도 렌더링 개선 기법
KCGS11_실시간 피사계 심도 렌더링 개선 기법KCGS11_실시간 피사계 심도 렌더링 개선 기법
KCGS11_실시간 피사계 심도 렌더링 개선 기법
 
11_통계 자료분석 입문
11_통계 자료분석 입문11_통계 자료분석 입문
11_통계 자료분석 입문
 
11_빠른 개발 가능한 레벨 편집 시스템
11_빠른 개발 가능한 레벨 편집 시스템11_빠른 개발 가능한 레벨 편집 시스템
11_빠른 개발 가능한 레벨 편집 시스템
 
11_SH를 이용한 실시간 투명 근사법
11_SH를 이용한 실시간 투명 근사법11_SH를 이용한 실시간 투명 근사법
11_SH를 이용한 실시간 투명 근사법
 
ICON08_게임 애니메이션 최적화 기법
ICON08_게임 애니메이션 최적화 기법ICON08_게임 애니메이션 최적화 기법
ICON08_게임 애니메이션 최적화 기법
 
08_Marching Cube Terrains
08_Marching Cube Terrains08_Marching Cube Terrains
08_Marching Cube Terrains
 
08_게임 물리 프로그래밍 가이드
08_게임 물리 프로그래밍 가이드08_게임 물리 프로그래밍 가이드
08_게임 물리 프로그래밍 가이드
 
08_플래시 맛보기
08_플래시 맛보기08_플래시 맛보기
08_플래시 맛보기
 
08_애니메이션고등학교 게임과 특강
08_애니메이션고등학교 게임과 특강08_애니메이션고등학교 게임과 특강
08_애니메이션고등학교 게임과 특강
 
08_Wxwidgets 소개
08_Wxwidgets 소개08_Wxwidgets 소개
08_Wxwidgets 소개
 
07_PhysX 강체물리 입문
07_PhysX 강체물리 입문07_PhysX 강체물리 입문
07_PhysX 강체물리 입문
 
07_스케일폼 소개
07_스케일폼 소개07_스케일폼 소개
07_스케일폼 소개
 
06_HDR 소개
06_HDR 소개06_HDR 소개
06_HDR 소개
 
06_게임엔진 활용팁
06_게임엔진 활용팁06_게임엔진 활용팁
06_게임엔진 활용팁
 
06_게임엔진구성
06_게임엔진구성06_게임엔진구성
06_게임엔진구성
 
06_자동차물리입문(1)
06_자동차물리입문(1)06_자동차물리입문(1)
06_자동차물리입문(1)
 
06_앰비언트어클루전 소개
06_앰비언트어클루전 소개06_앰비언트어클루전 소개
06_앰비언트어클루전 소개
 

Recently uploaded

Recently uploaded (20)

The architecture of Generative AI for enterprises.pdf
The architecture of Generative AI for enterprises.pdfThe architecture of Generative AI for enterprises.pdf
The architecture of Generative AI for enterprises.pdf
 
Transforming The New York Times: Empowering Evolution through UX
Transforming The New York Times: Empowering Evolution through UXTransforming The New York Times: Empowering Evolution through UX
Transforming The New York Times: Empowering Evolution through UX
 
ECS 2024 Teams Premium - Pretty Secure
ECS 2024   Teams Premium - Pretty SecureECS 2024   Teams Premium - Pretty Secure
ECS 2024 Teams Premium - Pretty Secure
 
IoT Analytics Company Presentation May 2024
IoT Analytics Company Presentation May 2024IoT Analytics Company Presentation May 2024
IoT Analytics Company Presentation May 2024
 
UiPath Test Automation using UiPath Test Suite series, part 2
UiPath Test Automation using UiPath Test Suite series, part 2UiPath Test Automation using UiPath Test Suite series, part 2
UiPath Test Automation using UiPath Test Suite series, part 2
 
UiPath Test Automation using UiPath Test Suite series, part 1
UiPath Test Automation using UiPath Test Suite series, part 1UiPath Test Automation using UiPath Test Suite series, part 1
UiPath Test Automation using UiPath Test Suite series, part 1
 
Designing for Hardware Accessibility at Comcast
Designing for Hardware Accessibility at ComcastDesigning for Hardware Accessibility at Comcast
Designing for Hardware Accessibility at Comcast
 
Exploring UiPath Orchestrator API: updates and limits in 2024 🚀
Exploring UiPath Orchestrator API: updates and limits in 2024 🚀Exploring UiPath Orchestrator API: updates and limits in 2024 🚀
Exploring UiPath Orchestrator API: updates and limits in 2024 🚀
 
IOS-PENTESTING-BEGINNERS-PRACTICAL-GUIDE-.pptx
IOS-PENTESTING-BEGINNERS-PRACTICAL-GUIDE-.pptxIOS-PENTESTING-BEGINNERS-PRACTICAL-GUIDE-.pptx
IOS-PENTESTING-BEGINNERS-PRACTICAL-GUIDE-.pptx
 
In-Depth Performance Testing Guide for IT Professionals
In-Depth Performance Testing Guide for IT ProfessionalsIn-Depth Performance Testing Guide for IT Professionals
In-Depth Performance Testing Guide for IT Professionals
 
Powerful Start- the Key to Project Success, Barbara Laskowska
Powerful Start- the Key to Project Success, Barbara LaskowskaPowerful Start- the Key to Project Success, Barbara Laskowska
Powerful Start- the Key to Project Success, Barbara Laskowska
 
Optimizing NoSQL Performance Through Observability
Optimizing NoSQL Performance Through ObservabilityOptimizing NoSQL Performance Through Observability
Optimizing NoSQL Performance Through Observability
 
Integrating Telephony Systems with Salesforce: Insights and Considerations, B...
Integrating Telephony Systems with Salesforce: Insights and Considerations, B...Integrating Telephony Systems with Salesforce: Insights and Considerations, B...
Integrating Telephony Systems with Salesforce: Insights and Considerations, B...
 
Free and Effective: Making Flows Publicly Accessible, Yumi Ibrahimzade
Free and Effective: Making Flows Publicly Accessible, Yumi IbrahimzadeFree and Effective: Making Flows Publicly Accessible, Yumi Ibrahimzade
Free and Effective: Making Flows Publicly Accessible, Yumi Ibrahimzade
 
Introduction to Open Source RAG and RAG Evaluation
Introduction to Open Source RAG and RAG EvaluationIntroduction to Open Source RAG and RAG Evaluation
Introduction to Open Source RAG and RAG Evaluation
 
10 Differences between Sales Cloud and CPQ, Blanka Doktorová
10 Differences between Sales Cloud and CPQ, Blanka Doktorová10 Differences between Sales Cloud and CPQ, Blanka Doktorová
10 Differences between Sales Cloud and CPQ, Blanka Doktorová
 
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualitySoftware Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
 
ODC, Data Fabric and Architecture User Group
ODC, Data Fabric and Architecture User GroupODC, Data Fabric and Architecture User Group
ODC, Data Fabric and Architecture User Group
 
Motion for AI: Creating Empathy in Technology
Motion for AI: Creating Empathy in TechnologyMotion for AI: Creating Empathy in Technology
Motion for AI: Creating Empathy in Technology
 
What's New in Teams Calling, Meetings and Devices April 2024
What's New in Teams Calling, Meetings and Devices April 2024What's New in Teams Calling, Meetings and Devices April 2024
What's New in Teams Calling, Meetings and Devices April 2024
 

09_Dxt 압축 알고리즘 소개

  • 1. DXT (http://gamecode.org) 2009.10.11
  • 2. DXT • – – – • – • – DDS – Nvidia – DirectX (DirectX Texture Tool) – ATI compressonator • . DXT1, DXT3, DXT5
  • 3. DXT ? • – – , • – : Allegorithmic "Substance Air“ • a new genetation of texture • http://www.allegorithmic.com • ~ – • DXT ~
  • 4. DXT • 4x4 – read 16 – Bilinear Filtering – – (cache hit!!) • – dxt1 4x4 8 – 16 2*16 => 32 (1/4 ) (X8R8G8B8 1/8 ) • – ( ) – ( ) – • !!
  • 5. DXT1 기본 알고리즘(1) • 4x4 – 8 – 2 +2 +4 – 16 + 16 + 32 – 16 + 16 + (2 +2 + ... + 2 ) – RGB1(565:16) + RGB2(565:16) + T00(2) + T01(2) + T02(2) + T03(2) + T10(2) + T12(2) + .. + T33(2) • PCA ( ) – (Eigen Vector) – = ( )
  • 6. DXT1 기본 알고리즘(2) • 16 – PCA – 3 (RGB) • – • – RangeFit – ClusterFit – – 참고 : http:/ / code.google.com/ p/ libsquish/
  • 7. DXT1 기본 알고리즘(3) • Pseudo Code ??? (0, 1 RGB0,RGB1 ) • – RGB0 >= RGB1 – DXT1 BLACK 0
  • 8. DXT3/ DX5 알고리즘(1) • DXT 3 – RGB DXT1 – 16 4 (8 ) • DXT5 – (RGB ) – 8 • 1 +1 +6 • 8Bit + 8Bit + 3Bit + 3bit ... + 3Bit • ALPHA0(8) + ALPHA1(8) + T00(3) + T01(3) + .. + T32(3) + T33(3) • RGB (8 ) – Pseudo Code
  • 9. DXT3/ DX5 알고리즘(2) – RGB BLACK 0, 255 • ALPHA1 ALPHA0 8 6+2 – Pseudo Code
  • 10. ( ) – ( ) • – • • HALO – DXT5 , RGB , – • DXT – : 16 DXT • (Official) – http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt