Decomposition of 32 bpp into 16 bpp textures with alpha
暂无分享,去创建一个
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).
[1] Sean Ellis,et al. Adaptive scalable texture compression , 2012, EGGH-HPG'12.
[2] Bruce A. Wallace,et al. Merging and transformation of raster images for cartoon animation , 1981, SIGGRAPH '81.