{"id":430,"date":"2007-04-27T18:47:37","date_gmt":"2007-04-28T01:47:37","guid":{"rendered":"http:\/\/multimedia.cx\/eggs\/vq-case-study-textures\/"},"modified":"2007-04-27T18:47:37","modified_gmt":"2007-04-28T01:47:37","slug":"vq-case-study-textures","status":"publish","type":"post","link":"https:\/\/multimedia.cx\/eggs\/vq-case-study-textures\/","title":{"rendered":"VQ Case Study: Textures"},"content":{"rendered":"<p>Per my understanding, a lot of 3D hardware operates by allowing the programmer to specify a set of vertices between which the graphics chip draws lines. Then, the programmer can specify that a bitmap needs to be plotted between some of those lines. In 3D graphics parlance, those bitmaps are called textures. More textures make a game prettier, but a graphics card only has so much memory for storing these textures. In order to stretch the video RAM budget, some graphics cards allow for compressing textures using vector quantization.<\/p>\n<p>A specific example of VQ in 3D graphics hardware is the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Dreamcast\">Sega Dreamcast<\/a> with its <a href=\"http:\/\/en.wikipedia.org\/wiki\/PowerVR\">PowerVR2<\/a> graphics hardware. Textures can be specified in a number of pixel formats including, but not limited to, RGB555, RGB565, and VQ. In the VQ mode, a 256-entry vector codebook is initialized somewhere in video RAM. Each vector is 8 bytes large and specifies a 2&#215;2 block of pixels in either RGB555 or RGB565 (can&#8217;t remember which, or it might be configurable). For the texture in video RAM that is specified as VQ, each byte is actually an index into the codebook. Instant 8:1 compression, notwithstanding the 2048-byte codebook overhead which can be negligible depending on how many textures leverage the codebook and how large those textures are.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Per my understanding, a lot of 3D hardware operates by allowing the programmer to specify a set of vertices between which the graphics chip draws lines. Then, the programmer can specify that a bitmap needs to be plotted between some of those lines. In 3D graphics parlance, those bitmaps are called textures. More textures make [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14,34,16],"tags":[],"class_list":["post-430","post","type-post","status-publish","format-standard","hentry","category-codec-technology","category-vector-quantization","category-video-codecs"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"Per my understanding, a lot of 3D hardware operates by allowing the programmer to specify a set of vertices between which the graphics chip draws lines. Then, the programmer can specify that a bitmap needs to be plotted between some of those lines. In 3D graphics parlance, those bitmaps are called textures. More textures make\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Multimedia Mike\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/multimedia.cx\/eggs\/vq-case-study-textures\/\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 4.9.10\" \/>\n\t\t<meta property=\"og:locale\" content=\"en_US\" \/>\n\t\t<meta property=\"og:site_name\" content=\"Breaking Eggs And Making Omelettes | Topics On Multimedia Technology and Reverse Engineering\" \/>\n\t\t<meta property=\"og:type\" content=\"article\" \/>\n\t\t<meta property=\"og:title\" content=\"VQ Case Study: Textures | Breaking Eggs And Making Omelettes\" \/>\n\t\t<meta property=\"og:description\" content=\"Per my understanding, a lot of 3D hardware operates by allowing the programmer to specify a set of vertices between which the graphics chip draws lines. Then, the programmer can specify that a bitmap needs to be plotted between some of those lines. 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