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PVRTC (PowerVR Texture Compression) and PVRTC2 are a family of lossy, fixed-rate texture compression formats used in PowerVR's MBX (PVRTC only), SGX and Rogue technologies. The PVRTC algorithm is documented in Simon Fenney's paper "Texture Compression using Low-Frequency Signal Modulation" that was presented (slides) at Graphics Hardware 2003.
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Explore the main themes, entities and connections around PVRTC. Start with the topic map, then use the sections below for research and deeper semantic analysis.
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texture compression data pvrtc2 also powervr block modulation formats used differ compressed stored blocks bits one color simon fenney's graphics
| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| PVRTC | is a | compressed texture format used in the Nokia N9 and all generations of the iPhone | 0.90 | text |
| S3TC | instance of | at Graphics Hardware 2003.These differ from strictly block-based texture formats | 0.80 | text |
| Ericsson Texture Compression | instance of | at Graphics Hardware 2003.These differ from strictly block-based texture formats | 0.80 | text |
| PVRTC | related to Data structure | In | 0.60 | section |
| PVRTC | related to Data structure | PVRTC2 | 0.60 | section |
| PVRTC | related to Data structure | For | 0.60 | section |
| PVRTC | related to Data structure | Morton | 0.60 | section |
| PVRTC | related to References | Simon Fenney's | 0.60 | section |
| PVRTC | related to References | Graphics Pages Archived | 0.60 | section |
| PVRTC | related to References | Wayback MachineTaking | 0.60 | section |
| PVRTC | related to References | PVRTC2 Archived | 0.60 | section |
| PVRTC | related to References | Wayback MachinePVRTC | 0.60 | section |
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