The thesis examines parallel texture compression methods in the BC1 (DXT1) format for real-time use, aiming for more efficient storage and display of textured triangular models. Four approaches were developed based on the selection of base colors in each 4 × 4 block: the min-max approach, the PCA approach, the random approach (searching for colors through random sampling), and the approach based on color clustering. To evaluate the quality of compression, metrics MSE, PSNR, SSIM, and CIEDE2000 were used, which measure the extent to which the reconstructed texture preserves the visual characteristics of the original. All methods are implemented using WebGPU technology and optimized for the fastest possible execution on graphics processors, utilizing compute shaders. A performance analysis of all approaches was conducted and a comparison with the compression tools NVIDIA Texture Tools and AMD Compressonator, was performed.
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