“Decomposition of 32 bpp into 16 bpp Textures with Alpha” by Yoda and Igarashi

  • ©Nobuki Yoda and Takeo Igarashi

  • ©Nobuki Yoda and Takeo Igarashi

  • ©Nobuki Yoda and Takeo Igarashi

Conference:


Type:


Entry Number: 33

Title:

    Decomposition of 32 bpp into 16 bpp Textures with Alpha

Presenter(s)/Author(s):



Abstract:


    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).


Additional Images:

©Nobuki Yoda and Takeo Igarashi ©Nobuki Yoda and Takeo Igarashi

PDF:



ACM Digital Library Publication:



Overview Page: