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In computer graphics, pixels encoding the RGBA color space information must be stored in computer memory (or in files on disk). In most cases four equal-sized pieces of adjacent memory are used, one for each channel, and a 0 in a channel indicates black color or transparent alpha, while all-1 bits indicates white or fully opaque alpha.
These palettes only have some shades of gray, from black to white (considered the darkest and lightest "grays", respectively). The general rule is that those palettes have 2 n different shades of gray, where n is the number of bits needed to represent a single pixel.
The 'ETC2' scheme expands ETC1 in a backwards-compatible way to provide higher quality RGB compression, [6] as well as compression of RGBA (RGB plus alpha). The following ETC2 codecs are mandatory in OpenGL ES 3.0 [7] and OpenGL 4.3: [8]
S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. [1] [2] for use in their Savage 3D computer graphics accelerator.
Full color image along with its R, G, and B components Additive color mixing demonstrated with CD covers used as beam splitters A diagram demonstrating additive color with RGB
RGBE allows pixels to have the dynamic range and precision of floating-point values in a relatively compact data structure (32 bits per pixel) - often when images are generated from light simulations, the range of per-pixel color intensity values are much greater than will nicely fit into the standard 0..255 (8-bit) range of standard 24-bit image formats.
In computer science, a 4D vector is a 4-component vector data type.Uses include homogeneous coordinates for 3-dimensional space in computer graphics, and red green blue alpha values for bitmap images with a color and alpha channel (as such they are widely used in computer graphics).
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".