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Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. 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". ASTC was adopted as an official extension for both OpenGL and OpenGL ES by the Khronos Group on 6 August 2012.

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  • Adaptive scalable texture compression (en)
  • 自适应可伸缩纹理压缩 (zh)
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  • Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. 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". ASTC was adopted as an official extension for both OpenGL and OpenGL ES by the Khronos Group on 6 August 2012. (en)
  • 自适应可伸缩纹理压缩(Adaptive Scalable Texture Compression,ASTC)是一种基于像素块的有损纹理压缩算法,由ARM的Jørn Nystad及其他人员共同设计。 关于ASTC的估计细节是在2012的高性能图形会议上,在一篇名为“自适应可伸缩纹理压缩”的论文首次发表的。 在2012年8月6日,ASTC被Khronos Group正式采纳为OpenGL和OpenGL ES的正式扩展。 (zh)
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  • http://commons.wikimedia.org/wiki/Special:FilePath/Detail_of_ASTC_compressed_image.png
  • http://commons.wikimedia.org/wiki/Special:FilePath/Original_Image_before_ASTC_compression.jpg
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  • Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. 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". ASTC was adopted as an official extension for both OpenGL and OpenGL ES by the Khronos Group on 6 August 2012. (en)
  • 自适应可伸缩纹理压缩(Adaptive Scalable Texture Compression,ASTC)是一种基于像素块的有损纹理压缩算法,由ARM的Jørn Nystad及其他人员共同设计。 关于ASTC的估计细节是在2012的高性能图形会议上,在一篇名为“自适应可伸缩纹理压缩”的论文首次发表的。 在2012年8月6日,ASTC被Khronos Group正式采纳为OpenGL和OpenGL ES的正式扩展。 (zh)
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