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  2. Adaptive scalable texture compression - Wikipedia

    en.wikipedia.org/wiki/Adaptive_scalable_texture...

    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".

  3. Windows Calculator - Wikipedia

    en.wikipedia.org/wiki/Windows_Calculator

    A simple arithmetic calculator was first included with Windows 1.0. [5]In Windows 3.0, a scientific mode was added, which included exponents and roots, logarithms, factorial-based functions, trigonometry (supports radian, degree and gradians angles), base conversions (2, 8, 10, 16), logic operations, statistical functions such as single variable statistics and linear regression.

  4. Memoization - Wikipedia

    en.wikipedia.org/wiki/Memoization

    function factorial (n is a non-negative integer) if n is 0 then return 1 [by the convention that 0! = 1] else if n is in lookup-table then return lookup-table-value-for-n else let x = factorial(n – 1) times n [recursively invoke factorial with the parameter 1 less than n] store x in lookup-table in the n th slot [remember the result of n! for ...

  5. Factorial code - Wikipedia

    en.wikipedia.org/wiki/Factorial_code

    If the data are first encoded in a factorial way, however, then the naive Bayes classifier will achieve its optimal performance (compare Schmidhuber et al. 1996). To create factorial codes, Horace Barlow and co-workers suggested to minimize the sum of the bit entropies of the code components of binary codes (1989).

  6. Arbitrary-precision arithmetic - Wikipedia

    en.wikipedia.org/wiki/Arbitrary-precision_arithmetic

    But if exact values for large factorials are desired, then special software is required, as in the pseudocode that follows, which implements the classic algorithm to calculate 1, 1×2, 1×2×3, 1×2×3×4, etc. the successive factorial numbers. constants: Limit = 1000 % Sufficient digits.

  7. Ericsson Texture Compression - Wikipedia

    en.wikipedia.org/wiki/Ericsson_Texture_Compression

    Ericsson Texture Compression (ETC) is a lossy texture compression technique developed in collaboration with Ericsson Research in early 2005. It was originally developed under the name iPACKMAN [ 1 ] and based on an earlier compression scheme called i PACKMAN .

  8. Fast inverse square root - Wikipedia

    en.wikipedia.org/wiki/Fast_inverse_square_root

    Lighting and reflection calculations, as in the video game OpenArena, use the fast inverse square root code to compute angles of incidence and reflection.. Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number in ...

  9. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Affine texture mapping linearly interpolates texture coordinates across a surface, and so is the fastest form of texture mapping. Some software and hardware (such as the original PlayStation ) project vertices in 3D space onto the screen during rendering and linearly interpolate the texture coordinates in screen space between them.