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Given the above, most texture compression algorithms involve some form of fixed-rate lossy vector quantization of small fixed-size blocks of pixels into small fixed-size blocks of coding bits, sometimes with additional extra pre-processing and post-processing steps. Block Truncation Coding is a very simple example of this family of algorithms.
Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".
Rendering APIs typically provide just enough functionality to abstract a graphics accelerator, focussing on rendering primitives, state management, command lists/command buffers; and as such differ from fully fledged 3D graphics libraries, 3D engines (which handle scene graphs, lights, animation, materials etc.), and GUI frameworks; Some provide fallback software rasterisers, which were ...
Resolution independence is where elements on a computer screen are rendered at sizes independent from the pixel grid, resulting in a graphical user interface that is displayed at a consistent physical size, regardless of the resolution of the screen.
Subpixel rendering is a method used to increase the effective resolution of a color display device. It takes advantage of each pixel 's composition of individually addressable red, green, and blue components adjacent on the display matrix, called subpixels , and uses them as rendering units instead of pixels.
In computer graphics, image order algorithms iterate over the pixels in the image to be produced, rather than the elements in the scene to be rendered. [ 1 ] [ 2 ] Object order algorithms are those that iterate over the elements in the scene to be rendered, rather than the pixels in the image to be produced.
Block Truncation Coding (BTC) is a type of lossy image compression technique for greyscale images. It divides the original images into blocks and then uses a quantizer to reduce the number of grey levels in each block whilst maintaining the same mean and standard deviation .
The Skia Graphics Engine or Skia is an open-source 2D graphics library written in C++.Skia abstracts away platform-specific graphics APIs (which differ from one to another). [1]