S3 Texture Compression (original) (raw)

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S3 Texture Compression (S3TC, manchmal auch DXTn oder DXTC) ist ein ursprünglich für die Savage 3D entwickeltes Texturkomprimierungssystem von S3 Graphics. Es eignet sich im Gegensatz zu Bildkompressionsalgorithmen wie JPEG für hardwarebeschleunigte Computergrafik, da es eine feste Datenkompressionsrate besitzt und nur einen Speicherzugriff pro Texel benötigt. Durch die Aufnahme in DirectX 6.0 wurde S3TC schnell herstellerübergreifend akzeptiert und ist heute der vorherrschende Standard. Die DXT-Formate werden in OpenGL als Extension unterstützt.

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dbo:abstract S3 Texture Compression (S3TC, manchmal auch DXTn oder DXTC) ist ein ursprünglich für die Savage 3D entwickeltes Texturkomprimierungssystem von S3 Graphics. Es eignet sich im Gegensatz zu Bildkompressionsalgorithmen wie JPEG für hardwarebeschleunigte Computergrafik, da es eine feste Datenkompressionsrate besitzt und nur einen Speicherzugriff pro Texel benötigt. Durch die Aufnahme in DirectX 6.0 wurde S3TC schnell herstellerübergreifend akzeptiert und ist heute der vorherrschende Standard. Die DXT-Formate werden in OpenGL als Extension unterstützt. (de) 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. for use in their Savage 3D computer graphics accelerator. The method of compression is strikingly similar to the previously published Color Cell Compression, which is in turn an adaptation of Block Truncation Coding published in the late 1970s. Unlike some image compression algorithms (e.g. JPEG), S3TC's fixed-rate data compression coupled with the single memory access (cf. Color Cell Compression and some VQ-based schemes) made it well-suited for use in compressing textures in hardware-accelerated 3D computer graphics. Its subsequent inclusion in Microsoft's DirectX 6.0 and OpenGL 1.3 (via the GL_EXT_texture_compression_s3tc extension) led to widespread adoption of the technology among hardware and software makers. While S3 Graphics is no longer a competitor in the graphics accelerator market, license fees have been levied and collected for the use of S3TC technology until October 2017, for example in game consoles and graphics cards. The wide use of S3TC has led to a de facto requirement for OpenGL drivers to support it, but the patent-encumbered status of S3TC presented a major obstacle to open source implementations, while implementation approaches which tried to avoid the patented parts existed. (en) DXTC(時々S3 Texture Compression (S3TC) ないしDXTnと呼ばれる)は、元々S3社によって開発された画像圧縮アルゴリズム技術である(US Patent #5,956,431)。この技術はSavage 3Dグラフィックスアクセラレータで用いられている。JPEGのような既存の画像圧縮アルゴリズムとは違い、DXTCは(VQのやり方に似た)単純なメモリアクセスと対になった固定レートデータ圧縮を行う。これは3Dコンピュータグラフィックスをハードウェアで支援する際、テクスチャを圧縮するのに適している。この技術は、マイクロソフトのDirectX 6.0に含まれると、ハードウェアやソフトウェアメーカーに広く採用されるようになった。S3社はもはやグラフィックスアクセラレータ市場において、リーディングカンパニーではないが、例えばコンソール用に使われているDXTC技術のライセンス料でいまだ生き長らえている。 (ja) S3TC (S3 Texture Compression) (также называется DXTn или DirectX Texture Compression — ) — метод сжатия текстур, первоначально разработанный Iourcha и др. из S3 Graphics для использования в компьютерном графическом ускорителе . Метод сжатия поразительно похож на ранее опубликованный . DXTC — это формат сжатия текстур с потерями, с фиксированным размером выходных данных. Благодаря алгоритму сжатия, формат S3TC стал широко использованным форматом сжатия текстур для трехмерной компьютерной графики с аппаратным ускорением. После интеграции S3TC в состав Microsoft DirectX 6.0 и OpenGL 1.3 этот формат сжатия получил исключительно широкое распространение. Существует не менее 5 разновидностей формата S3TC (от DXT1 до DXT5 включительно). (ru) S3TC (S3 Texture compression) é um grupo de algoritmos de compressão de imagems desenvolvido pela S3 Graphics, Ltd. Diferente dos algoritmos convencionais como o JPEG, o S3TC usa um padrão fixo de qualidade e acesso único à memória, fazendo dele um algoritmo ideal para comprimir texturas usadas na computação gráfica. A partir do DirectX 6.0, a Microsoft comprou a tecnologia S3TC de compressão de texturas, passando a chamar-se DirectX Texture Compression. Com essa ação, a Microsoft conseguiu tornar o S3TC padrão da indústria, sendo usado em praticamente todos os jogos eletrônicos atualmente. (pt)
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rdfs:comment S3 Texture Compression (S3TC, manchmal auch DXTn oder DXTC) ist ein ursprünglich für die Savage 3D entwickeltes Texturkomprimierungssystem von S3 Graphics. Es eignet sich im Gegensatz zu Bildkompressionsalgorithmen wie JPEG für hardwarebeschleunigte Computergrafik, da es eine feste Datenkompressionsrate besitzt und nur einen Speicherzugriff pro Texel benötigt. Durch die Aufnahme in DirectX 6.0 wurde S3TC schnell herstellerübergreifend akzeptiert und ist heute der vorherrschende Standard. Die DXT-Formate werden in OpenGL als Extension unterstützt. (de) DXTC(時々S3 Texture Compression (S3TC) ないしDXTnと呼ばれる)は、元々S3社によって開発された画像圧縮アルゴリズム技術である(US Patent #5,956,431)。この技術はSavage 3Dグラフィックスアクセラレータで用いられている。JPEGのような既存の画像圧縮アルゴリズムとは違い、DXTCは(VQのやり方に似た)単純なメモリアクセスと対になった固定レートデータ圧縮を行う。これは3Dコンピュータグラフィックスをハードウェアで支援する際、テクスチャを圧縮するのに適している。この技術は、マイクロソフトのDirectX 6.0に含まれると、ハードウェアやソフトウェアメーカーに広く採用されるようになった。S3社はもはやグラフィックスアクセラレータ市場において、リーディングカンパニーではないが、例えばコンソール用に使われているDXTC技術のライセンス料でいまだ生き長らえている。 (ja) S3TC (S3 Texture compression) é um grupo de algoritmos de compressão de imagems desenvolvido pela S3 Graphics, Ltd. Diferente dos algoritmos convencionais como o JPEG, o S3TC usa um padrão fixo de qualidade e acesso único à memória, fazendo dele um algoritmo ideal para comprimir texturas usadas na computação gráfica. A partir do DirectX 6.0, a Microsoft comprou a tecnologia S3TC de compressão de texturas, passando a chamar-se DirectX Texture Compression. Com essa ação, a Microsoft conseguiu tornar o S3TC padrão da indústria, sendo usado em praticamente todos os jogos eletrônicos atualmente. (pt) 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. for use in their Savage 3D computer graphics accelerator. The method of compression is strikingly similar to the previously published Color Cell Compression, which is in turn an adaptation of Block Truncation Coding published in the late 1970s. Unlike some image compression algorithms (e.g. JPEG), S3TC's fixed-rate data compression coupled with the single memory access (cf. Color Cell Compression and some VQ-based schemes) made it well-suited for use in compressing textures in hardware-accelerated 3D computer graphics. Its subsequent inclusion in Microsoft's DirectX 6.0 and OpenGL 1.3 (via the GL_EXT_ (en) S3TC (S3 Texture Compression) (также называется DXTn или DirectX Texture Compression — ) — метод сжатия текстур, первоначально разработанный Iourcha и др. из S3 Graphics для использования в компьютерном графическом ускорителе . (ru)
rdfs:label S3 Texture Compression (de) DXTC (ja) S3 Texture Compression (en) S3tc (pt) S3TC (ru)
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