In the search for better graphics without any performance loss, the goal of this project was to research the use of C++AMP (part of C++11) for DXT5 compression build around virtual texturing found in modern game engines. Previous implementationsof DXT compression were either CPU or CUDA based. C++ AMP offers easy massive parallel programming which follows the new C++11 standards such as the use of lambda syntax.
DXT5 compression limits the size of texture images while retaining good quality and allowing for a high decoding speed. Using both C++ AMP and DXT5 allow to maintain the high throughput of texture data which we see in today's games.
Client: Multimedia Lab Ghent
Contribution: Research, Software Development
Tech: C, C++11, C++ AMP