{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,12,13]],"date-time":"2025-12-13T23:08:35Z","timestamp":1765667315229,"version":"3.41.0"},"reference-count":38,"publisher":"Association for Computing Machinery (ACM)","issue":"6","license":[{"start":{"date-parts":[[2020,11,27]],"date-time":"2020-11-27T00:00:00Z","timestamp":1606435200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Trans. Graph."],"published-print":{"date-parts":[[2020,12,31]]},"abstract":"<jats:p>Compressed textures are indispensable in most 3D graphics applications to reduce memory traffic and increase performance. For higher-quality graphics, the number and size of textures in an application have continuously increased. Additionally, the ETC2 texture format, which is mandatory in OpenGL ES 3.0, OpenGL 4.3, and Android 4.3 (and later versions), requires more complex texture compression than the traditional ETC1 format. As a result, texture compression becomes more and more time-consuming.<\/jats:p>\n          <jats:p>To accelerate ETC2 compression, we introduce two new compression techniques, named QuickETC2. The first technique is an early compression-mode decision scheme. Instead of testing all ETC1\/2 modes to compress a texel block, we select proper modes for each block by exploiting the luma difference of the block to reduce unnecessary compression overhead. The second technique is a fast luma-based T- and H-mode compression method. When clustering each texel into two groups, we replace the 3D RGB space with the 1D luma space and quickly find the two groups that have the minimum luma differences. We also selectively perform the T- or H-mode and reduce its distance candidates, according to the luma differences of each group. We have implemented both techniques with AVX2 intrinsics to exploit SIMD parallelism. According to our experiments, QuickETC2 can compress more than 2000 1K\u00d71K-sized images per second on an octa-core CPU.<\/jats:p>","DOI":"10.1145\/3414685.3417787","type":"journal-article","created":{"date-parts":[[2020,11,27]],"date-time":"2020-11-27T21:51:05Z","timestamp":1606513865000},"page":"1-10","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":8,"title":["QuickETC2"],"prefix":"10.1145","volume":"39","author":[{"given":"Jae-Ho","family":"Nah","sequence":"first","affiliation":[{"name":"LG Electronics, South Korea"}]}],"member":"320","published-online":{"date-parts":[[2020,11,27]]},"reference":[{"key":"e_1_2_2_1_1","volume-title":"Proceedings of the ACM on Computer Graphics and Interactive Techniques (HPG 2020)","author":"Andersson Pontus","year":"2020","unstructured":"Pontus Andersson , Jim Nilsson , Tomas Akenine-M\u00f6ller , Magnus Oskarsson , and Kalle \u00c5str\u00f6mand Mark D. Fairchild . 2020. FLIP: A Difference Evaluator for Alternating Images . Proceedings of the ACM on Computer Graphics and Interactive Techniques (HPG 2020) 3, 2, Article 15 ( 2020 ), 23 pages. Pontus Andersson, Jim Nilsson, Tomas Akenine-M\u00f6ller, Magnus Oskarsson, and Kalle \u00c5str\u00f6mand Mark D. Fairchild. 2020. FLIP: A Difference Evaluator for Alternating Images. Proceedings of the ACM on Computer Graphics and Interactive Techniques (HPG 2020) 3, 2, Article 15 (2020), 23 pages."},{"key":"e_1_2_2_2_1","unstructured":"Arm Limited. 2016. Mali Texture Compression Tool. https:\/\/developer.arm.com\/tools-and-software\/graphics-and-gaming\/mali-texture-compression-tool\/downloads  Arm Limited. 2016. Mali Texture Compression Tool. https:\/\/developer.arm.com\/tools-and-software\/graphics-and-gaming\/mali-texture-compression-tool\/downloads"},{"key":"e_1_2_2_3_1","unstructured":"Arm Limited. 2020. astc-encoder. https:\/\/github.com\/ARM-software\/astc-encoder\/tree\/1.x  Arm Limited. 2020. astc-encoder. https:\/\/github.com\/ARM-software\/astc-encoder\/tree\/1.x"},{"key":"e_1_2_2_4_1","unstructured":"Binomial LLC. 2020. Basis Universal Supercompressed GPU Texture Codec. https:\/\/github.com\/BinomialLLC\/basis_universal  Binomial LLC. 2020. Basis Universal Supercompressed GPU Texture Codec. https:\/\/github.com\/BinomialLLC\/basis_universal"},{"key":"e_1_2_2_5_1","unstructured":"David Chait. 2015. Using ASTC Texture Compression for Game Assets. https:\/\/developer.nvidia.com\/astc-texture-compression-for-game-assets  David Chait. 2015. Using ASTC Texture Compression for Game Assets. https:\/\/developer.nvidia.com\/astc-texture-compression-for-game-assets"},{"key":"e_1_2_2_6_1","volume-title":"Thibault Lagache, Alexandre Dufour, and Jean-Christophe Olivo-Marin.","author":"Chaumont Fabrice De","year":"2012","unstructured":"Fabrice De Chaumont , St\u00e9phane Dallongeville , Nicolas Chenouard , Nicolas Herv\u00e9 , Sorin Pop , Thomas Provoost , Vannary Meas-Yedid , Praveen Pankajakshan , Timoth\u00e9e Lecomte , Yoann Le Montagner , Thibault Lagache, Alexandre Dufour, and Jean-Christophe Olivo-Marin. 2012 . Icy: an open bioimage informatics platform for extended reproducible research. Nature methods 9, 7 (2012), 690--696. Fabrice De Chaumont, St\u00e9phane Dallongeville, Nicolas Chenouard, Nicolas Herv\u00e9, Sorin Pop, Thomas Provoost, Vannary Meas-Yedid, Praveen Pankajakshan, Timoth\u00e9e Lecomte, Yoann Le Montagner, Thibault Lagache, Alexandre Dufour, and Jean-Christophe Olivo-Marin. 2012. Icy: an open bioimage informatics platform for extended reproducible research. Nature methods 9, 7 (2012), 690--696."},{"key":"e_1_2_2_7_1","volume-title":"Game Developer Conference","author":"Dufresne Marc Fauconneau","year":"2015","unstructured":"Marc Fauconneau Dufresne . 2015 . How to create a high quality, fast texture compressor using ISPC . In Game Developer Conference 2015. https:\/\/software.intel.com\/sites\/default\/files\/managed\/4a\/38\/High-Quality_Fast-DX11-Texture-Compression.pdf Marc Fauconneau Dufresne. 2015. How to create a high quality, fast texture compressor using ISPC. In Game Developer Conference 2015. https:\/\/software.intel.com\/sites\/default\/files\/managed\/4a\/38\/High-Quality_Fast-DX11-Texture-Compression.pdf"},{"key":"e_1_2_2_8_1","doi-asserted-by":"publisher","DOI":"10.1109\/CVMP.2010.21"},{"key":"e_1_2_2_9_1","unstructured":"Ericsson. 2018. ETCPACK. https:\/\/github.com\/Ericsson\/ETCPACK  Ericsson. 2018. ETCPACK. https:\/\/github.com\/Ericsson\/ETCPACK"},{"key":"e_1_2_2_10_1","doi-asserted-by":"publisher","DOI":"10.5555\/844174.844187"},{"key":"e_1_2_2_11_1","unstructured":"Google Inc. and Blue Shift Inc. 2017. Etc2Comp - Texture to ETC2 compressor. https:\/\/github.com\/google\/etc2comp  Google Inc. and Blue Shift Inc. 2017. Etc2Comp - Texture to ETC2 compressor. https:\/\/github.com\/google\/etc2comp"},{"key":"e_1_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2015.2429576"},{"key":"e_1_2_2_13_1","unstructured":"Intel Corp. 2019. Fast ISPC Texture Compressor. https:\/\/github.com\/GameTechDev\/ISPCTextureCompressor  Intel Corp. 2019. Fast ISPC Texture Compressor. https:\/\/github.com\/GameTechDev\/ISPCTextureCompressor"},{"key":"e_1_2_2_14_1","first-page":"956","article-title":"System and method for fixed-rate block-based image compression with inferred pixel values","volume":"5","author":"Iourcha Konstantine I","year":"1999","unstructured":"Konstantine I Iourcha , Krishna S Nayak , and Zhou Hong . 1999 . System and method for fixed-rate block-based image compression with inferred pixel values . US Patent 5 , 956 ,431. Konstantine I Iourcha, Krishna S Nayak, and Zhou Hong. 1999. System and method for fixed-rate block-based image compression with inferred pixel values. US Patent 5,956,431.","journal-title":"US Patent"},{"key":"e_1_2_2_15_1","unstructured":"Wenzel Jakob. 2020. Enoki: structured vectorization and differentiation on modern processor architectures. https:\/\/github.com\/mitsuba-renderer\/enoki.  Wenzel Jakob. 2020. Enoki: structured vectorization and differentiation on modern processor architectures. https:\/\/github.com\/mitsuba-renderer\/enoki."},{"volume-title":"In-Game Video Capture with Real-Time Texture Compression","author":"Kemen Brano","key":"e_1_2_2_16_1","unstructured":"Brano Kemen . 2012. In-Game Video Capture with Real-Time Texture Compression . In OpenGL Insights, Patrick Cozzi and Christophe Riccio (Eds.). CRC Press , 455--466. http:\/\/www.openglinsights.com\/. Brano Kemen. 2012. In-Game Video Capture with Real-Time Texture Compression. In OpenGL Insights, Patrick Cozzi and Christophe Riccio (Eds.). CRC Press, 455--466. http:\/\/www.openglinsights.com\/."},{"key":"e_1_2_2_17_1","doi-asserted-by":"publisher","DOI":"10.5555\/2980009.2980010"},{"key":"e_1_2_2_18_1","unstructured":"Khronos Group. 2019. Khronos Data Format Specification Version 1.3 Revision 1. https:\/\/www.khronos.org\/registry\/DataFormat\/specs\/1.3\/dataformat.1.3.pdf  Khronos Group. 2019. Khronos Data Format Specification Version 1.3 Revision 1. https:\/\/www.khronos.org\/registry\/DataFormat\/specs\/1.3\/dataformat.1.3.pdf"},{"key":"e_1_2_2_19_1","unstructured":"Evgeny Kluev. 2014. Stack Overflow - Horizontal minimum and maximum using SSE. https:\/\/stackoverflow.com\/questions\/22256525\/horizontal-minimum-and-maximum-using-sse  Evgeny Kluev. 2014. Stack Overflow - Horizontal minimum and maximum using SSE. https:\/\/stackoverflow.com\/questions\/22256525\/horizontal-minimum-and-maximum-using-sse"},{"key":"e_1_2_2_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/2448196.2448218"},{"key":"e_1_2_2_21_1","first-page":"84","article-title":"OpenGL\u00a9 ES Version 3.0.6 (November 1, 2019). https:\/\/www.khronos.org\/registry\/OpenGL\/specs\/es\/3.0\/es_spec_3.0.pdf Yoseph Linde, Andres Buzo, and Robert Gray. 1980. An algorithm for vector quantizer design","volume":"28","author":"Leech Jon","year":"2019","unstructured":"Jon Leech and Benj Lipcha . 2019 . OpenGL\u00a9 ES Version 3.0.6 (November 1, 2019). https:\/\/www.khronos.org\/registry\/OpenGL\/specs\/es\/3.0\/es_spec_3.0.pdf Yoseph Linde, Andres Buzo, and Robert Gray. 1980. An algorithm for vector quantizer design . IEEE Transactions on Communications 28 , 1 (1980), 84 -- 95 . Jon Leech and Benj Lipcha. 2019. OpenGL\u00a9 ES Version 3.0.6 (November 1, 2019). https:\/\/www.khronos.org\/registry\/OpenGL\/specs\/es\/3.0\/es_spec_3.0.pdf Yoseph Linde, Andres Buzo, and Robert Gray. 1980. An algorithm for vector quantizer design. IEEE Transactions on Communications 28, 1 (1980), 84--95.","journal-title":"IEEE Transactions on Communications"},{"key":"e_1_2_2_22_1","unstructured":"Colt McAnlis. 2016. Building a blazing fast ETC2 compressor. https:\/\/medium.com\/@duhroach\/building-a-blazing-fast-etc2-compressor-307f3e9aad99#.acqks0pzct  Colt McAnlis. 2016. Building a blazing fast ETC2 compressor. https:\/\/medium.com\/@duhroach\/building-a-blazing-fast-etc2-compressor-307f3e9aad99#.acqks0pzct"},{"key":"e_1_2_2_23_1","unstructured":"Microsoft. 2018. Texture Block Compression in Direct3D 11. https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d11\/texture-block-compression-in-direct3d-11  Microsoft. 2018. Texture Block Compression in Direct3D 11. https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d11\/texture-block-compression-in-direct3d-11"},{"key":"e_1_2_2_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/3388767.3407373"},{"key":"e_1_2_2_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/3214745.3214763"},{"key":"e_1_2_2_26_1","unstructured":"NVIDIA. 2020. NVIDIA Texture Tools Exporter. https:\/\/developer.nvidia.com\/nvidia-texture-tools-exporter  NVIDIA. 2020. NVIDIA Texture Tools Exporter. https:\/\/developer.nvidia.com\/nvidia-texture-tools-exporter"},{"key":"e_1_2_2_27_1","volume-title":"Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS conference on High-Performance Graphics. 105--114","author":"Nystad Jorn","year":"2012","unstructured":"Jorn Nystad , Anders Lassen , Andy Pomianowski , Sean Ellis , and Tom Olson . 2012 . Adaptive scalable texture compression . In Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS conference on High-Performance Graphics. 105--114 . Jorn Nystad, Anders Lassen, Andy Pomianowski, Sean Ellis, and Tom Olson. 2012. Adaptive scalable texture compression. In Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS conference on High-Performance Graphics. 105--114."},{"volume-title":"Real-Time Adaptive Scalable Texture Compression for the Web. Master's thesis","author":"Oom Daniel","key":"e_1_2_2_28_1","unstructured":"Daniel Oom . 2016. Real-Time Adaptive Scalable Texture Compression for the Web. Master's thesis . Chalmers University of Technology . Daniel Oom. 2016. Real-Time Adaptive Scalable Texture Compression for the Web. Master's thesis. Chalmers University of Technology."},{"key":"e_1_2_2_29_1","first-page":"106","article-title":"Texture Compression Techniques","volume":"6","author":"Paltashev T.","year":"2014","unstructured":"T. Paltashev and I. Perminov . 2014 . Texture Compression Techniques . Scientific Visualization 6 , 1 (2014), 106 -- 146 . T. Paltashev and I. Perminov. 2014. Texture Compression Techniques. Scientific Visualization 6, 1 (2014), 106--146.","journal-title":"Scientific Visualization"},{"key":"e_1_2_2_30_1","doi-asserted-by":"publisher","DOI":"10.15439\/2017F16"},{"key":"e_1_2_2_31_1","doi-asserted-by":"publisher","DOI":"10.1145\/2499370.2462176"},{"key":"e_1_2_2_32_1","volume-title":"The OpenGL\u00a9 Graphics System: A Specification (Version 4.3 (Core Profile) -","author":"Segal Mark","year":"2013","unstructured":"Mark Segal and Kurt Akeley . 2013. The OpenGL\u00a9 Graphics System: A Specification (Version 4.3 (Core Profile) - February 14, 2013 ). https:\/\/www.khronos.org\/registry\/OpenGL\/specs\/gl\/glspec43.core.pdf Mark Segal and Kurt Akeley. 2013. The OpenGL\u00a9 Graphics System: A Specification (Version 4.3 (Core Profile) - February 14, 2013). https:\/\/www.khronos.org\/registry\/OpenGL\/specs\/gl\/glspec43.core.pdf"},{"key":"e_1_2_2_33_1","doi-asserted-by":"publisher","DOI":"10.1145\/1071866.1071877"},{"key":"e_1_2_2_34_1","volume-title":"Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS conference on Graphics Hardware. 49--54","author":"Str\u00f6m Jacob","year":"2007","unstructured":"Jacob Str\u00f6m and Martin Pettersson . 2007 . ETC 2: texture compression using invalid combinations . In Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS conference on Graphics Hardware. 49--54 . Jacob Str\u00f6m and Martin Pettersson. 2007. ETC 2: texture compression using invalid combinations. In Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS conference on Graphics Hardware. 49--54."},{"key":"e_1_2_2_35_1","unstructured":"Bartosz Taudul and Daniel Jungmann. 2020. etcpak. https:\/\/bitbucket.org\/wolfpld\/etcpak\/src\/master  Bartosz Taudul and Daniel Jungmann. 2020. etcpak. https:\/\/bitbucket.org\/wolfpld\/etcpak\/src\/master"},{"key":"e_1_2_2_36_1","volume-title":"Unity User Manual","author":"Technologies Unity","year":"2017","unstructured":"Unity Technologies . 2017. Unity User Manual ( 2017 .3). https:\/\/docs.unity3d.com\/2017.3\/Documentation\/Manual\/class-EditorManager.html Unity Technologies. 2017. Unity User Manual (2017.3). https:\/\/docs.unity3d.com\/2017.3\/Documentation\/Manual\/class-EditorManager.html"},{"key":"e_1_2_2_37_1","unstructured":"Alex Voica. 2013. Taking texture compression to a new dimension with PVRTC2. https:\/\/www.imgtec.com\/blog\/pvrtc2-taking-texture-compression-to-a-new-dimension  Alex Voica. 2013. Taking texture compression to a new dimension with PVRTC2. https:\/\/www.imgtec.com\/blog\/pvrtc2-taking-texture-compression-to-a-new-dimension"},{"key":"e_1_2_2_38_1","doi-asserted-by":"publisher","DOI":"10.1109\/TIP.2003.819861"}],"container-title":["ACM Transactions on Graphics"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3414685.3417787","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3414685.3417787","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T22:03:14Z","timestamp":1750197794000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3414685.3417787"}},"subtitle":["Fast ETC2 texture compression using Luma differences"],"short-title":[],"issued":{"date-parts":[[2020,11,27]]},"references-count":38,"journal-issue":{"issue":"6","published-print":{"date-parts":[[2020,12,31]]}},"alternative-id":["10.1145\/3414685.3417787"],"URL":"https:\/\/doi.org\/10.1145\/3414685.3417787","relation":{},"ISSN":["0730-0301","1557-7368"],"issn-type":[{"type":"print","value":"0730-0301"},{"type":"electronic","value":"1557-7368"}],"subject":[],"published":{"date-parts":[[2020,11,27]]},"assertion":[{"value":"2020-11-27","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}