Presentations

Gamefest 2011 - Presentation Modern Texture Content Pipelines
http://www.microsoft.com/download/en/details.aspx?id=27853

Gamefest 2010 - Block Compression Smorgasbord
http://download.microsoft.com/download/D/8/D/D8D077EF-CB8C-4CCA-BC24-F2CDE3F91FAA/Block_Compression_Smorgasbord_US.zip

Blog posts

DirectX SDK and Games for Windows Blog
http://blogs.msdn.com/b/chuckw/archive/2015/04/18/github.aspx

http://blogs.msdn.com/b/chuckw/archive/2014/07/31/codeplex-july-2014-refresh.aspx

http://blogs.msdn.com/b/chuckw/archive/2013/10/29/codeplex-vs-2013-refresh.aspx

http://blogs.msdn.com/b/chuckw/archive/2013/08/15/directxtex-and-effects-11-update.aspx

http://blogs.msdn.com/b/chuckw/archive/2013/06/15/directxtex-update.aspx

http://blogs.msdn.com/b/chuckw/archive/2011/10/28/directxtex.aspx

http://blogs.msdn.com/b/chuckw/archive/2012/05/04/direct3d-11-textures-and-block-compression.aspx

http://blogs.msdn.com/b/chuckw/archive/2012/11/19/windows-imaging-component-and-windows-8.aspx

http://blogs.msdn.com/b/chuckw/archive/2013/10/18/visual-studio-2013-and-windows-8-1-sdk-rtm-are-now-available.aspx

http://blogs.msdn.com/b/chuckw/archive/2012/08/15/visual-studio-2012-and-windows-8-0-sdk-rtm-are-now-available.aspx

http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx

MSDN

DDS Programmer's Guide
http://msdn.microsoft.com/en-us/library/bb943991.aspx

http://msdn.microsoft.com/en-us/library/bb204843.aspx

http://msdn.microsoft.com/en-us/library/bb694531.aspx

http://msdn.microsoft.com/en-us/library/windows/desktop/hh308955.aspx

Block compression

http://www.reedbeta.com/blog/2012/02/12/understanding-bcn-texture-compression-formats/

BC1, BC2, and BC3 use the S3 Texture Compression (S3TC) algorithm
http://en.wikipedia.org/wiki/S3_Texture_Compression

BC4 is the 3Dc+ algorithm, BC5 is 3Dc algorithm originally developed by ATI
http://en.wikipedia.org/wiki/3Dc

BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA
http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_compression_bptc.txt

'Fast Block Compression' schemes

BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren
http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html
http://software.intel.com/en-us/articles/fast-cpu-dxt-compression

BC5 algorithm from "Real-Time Normal Map DXT Compression" by JMP van Waveren & Ignacio Castaño
http://www.nvidia.com/object/real-time-normal-map-dxt-compression.html

IHV compresors

AMD Compress

http://developer.amd.com/tools-and-sdks/graphics-development/amdcompress/

Intel ISPC Compressors

BC6H
https://software.intel.com/en-us/articles/fast-ispc-texture-compressor-update

BC7
http://software.intel.com/en-us/articles/fast-ispc-texture-compressor
http://gamma.cs.unc.edu/FasTC/

NVIDIA

https://developer.nvidia.com/gpu-accelerated-texture-compression
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

Note that the NVIDIA tools haven't been updated in some time, and are currently missing support for the DX10 header extension, BC6H, and BC7.

Gamma correct rendering

http://molecularmusings.wordpress.com/2011/11/21/gamma-correct-rendering/

http://filmicgames.com/archives/299

http://en.wikipedia.org/wiki/Gamma_correction

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html

Samples

http://go.microsoft.com/fwlink/?LinkId=254494

Related KB articles

http://support.microsoft.com/kb/2670838

Last edited Jun 21, 2015 at 4:23 PM by walbourn, version 31