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Chuck Walbourn edited this page 2022-04-26 18:37:24 -07:00

Presentations

Gamefest 2011 - Presentation Modern Texture Content Pipelines

Gamefest 2010 - Block Compression Smorgasbord

Blog posts

DirectX SDK and Games for Windows Blog

GitHub

CodePlex July 2014 Refresh

CodePlex VS 2013 Refresh

DirectXTex and Effects 11 Update

DirectXTex Update

DirectXTex

Direct3D 11 Textures and Block Compression

Windows Imaging Component and Windows 8

Visual Studio 2013 and Windows 8.1 SDK RTM are now available

Visual Studio 2012 and Windows 8.0 SDK RTM are now available

The DDS File Format Lives

Microsoft Docs

DDS Programmer's Guide

Compressed Texture Resources (Direct3D 9)

Block Compression (Direct3D 10)

Texture Block Compression in Direct3D 11

Block compression

Understanding BCn Texture Compression Formats

BC1, BC2, and BC3 use the S3 Texture Compression (S3TC) algorithm

BC4 is the 3Dc+ algorithm, BC5 is 3Dc algorithm originally developed by ATI

BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA

Gamasutra: Texture Compression Techniques and Tips

Simon Brown Blog: DXT Compression Techniques

High-Quality, Fast DX11 Texture Compression with ISPC slides

Blog: Proper pbit computation in the BC7 texture format

'Fast Block Compression' schemes

BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren

BC5 algorithm from "Real-Time Normal Map DXT Compression" by JMP van Waveren & Ignacio Castaño

Fast Block Compress Xbox One sample link

"Texture Compression in Real-time using the GPU" by Tranchida (GDC2010) link

"Real-Time BC6H Compression on GPU" by Narkowicz (GDC2016) link source

Gamma correct rendering

Gamma correction

Linear-Space Lighting (i.e. Gamma)

Chapter 24. The Importance of Being Linear, GPU Gems 3

Gamma-correct rendering

GPU Compression

BC6H/BC7 DirectCompute Encoder Tool

Related KB articles

KB2670838