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</style><table class="sidebar nomobile nowraplinks"><tbody><tr><th class="sidebar-title"><a href="3D_computer_graphics" title="3D computer graphics">Three-dimensional (3D)<br>computer graphics</a></th></tr><tr><td class="sidebar-image"></td></tr><tr><th class="sidebar-heading">
Fundamentals</th></tr><tr><td class="sidebar-content hlist">
<ul><li><a href="3D_modeling" title="3D modeling">Modeling</a></li>
<li><a href="3D_scanning" title="3D scanning">Scanning</a></li>
<li><a href="3D_rendering" title="3D rendering">Rendering</a></li>
<li><a href="3D_printing" title="3D printing">Printing</a></li></ul></td>
</tr><tr><th class="sidebar-heading">
Primary uses</th></tr><tr><td class="sidebar-content hlist">
<ul><li><a href="3D_model" class="mw-redirect" title="3D model">3D models</a></li>
<li><a href="Computer-aided_design" title="Computer-aided design">Computer-aided design</a></li>
<li><a href="Graphic_design" title="Graphic design">Graphic design</a></li>
<li><a href="Video_game" title="Video game">Video games</a></li>
<li><a href="Visual_effects" title="Visual effects">Visual effects</a></li>
<li><a href="Visualization_(graphic)" class="mw-redirect" title="Visualization (graphic)">Visualization</a></li>
<li><a href="Virtual_engineering" title="Virtual engineering">Virtual engineering</a></li>
<li><a href="Virtual_reality" title="Virtual reality">Virtual reality</a></li>
<li><a href="Virtual_cinematography" title="Virtual cinematography">Virtual cinematography</a></li></ul></td>
</tr><tr><th class="sidebar-heading">
Related topics</th></tr><tr><td class="sidebar-content hlist">
<ul><li><a href="Computer-generated_imagery" title="Computer-generated imagery">Computer-generated imagery <span style="font-size: 85%;">(CGI)</span></a></li>
<li><a href="Animation" title="Animation">Animation</a>
<ul><li><a href="Computer_animation" title="Computer animation">computer</a></li>
<li><a href="Skeletal_animation" title="Skeletal animation">skeletal</a></li></ul></li>
<li><a href="3D_display" title="3D display">3D display</a></li>
<li><a href="Wire-frame_model" title="Wire-frame model">Wire-frame model</a></li>
<li><a href="Texture_mapping" title="Texture mapping">Texture mapping</a></li>
<li><a href="Motion_capture" title="Motion capture">Motion capture</a></li>
<li><a href="Crowd_simulation" title="Crowd simulation">Crowd simulation</a></li>
<li><a href="Global_illumination" title="Global illumination">Global illumination</a></li>
<li><a href="Volume_rendering" title="Volume rendering">Volume rendering</a></li></ul></td>
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<p><b>Texture compression</b> is a specialized form of <a href="Image_compression" title="Image compression">image compression</a> designed for storing <a href="Texture_map" class="mw-redirect" title="Texture map">texture maps</a> in <a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for <a href="Random_access" title="Random access">random access</a>.
</p><p>Texture compression can be applied to reduce memory usage at runtime. Texture data is often the largest source of memory usage in a mobile application.
</p>
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<div class="mw-heading mw-heading2"><h2 id="Tradeoffs">Tradeoffs</h2></div>
<p>In their seminal paper on texture compression,<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are:
</p>
<dl><dt>Decoding Speed</dt>
<dd>It is highly desirable to be able to render directly from the compressed texture data and so, in order not to impact rendering performance, decompression must be fast.</dd>
<dt>Random Access</dt>
<dd>Since predicting the order that a renderer accesses <a href="Texel_(graphics)" title="Texel (graphics)">texels</a> would be difficult, any texture compression scheme must allow fast random access to decompressed texture data. This tends to rule out many better-known image compression schemes such as <a href="JPEG" title="JPEG">JPEG</a> or <a href="Run-length_encoding" title="Run-length encoding">run-length encoding</a>.</dd>
<dt>Compression Rate and Visual Quality</dt>
<dd>In a rendering system, lossy compression can be more tolerable than for other use cases. Some texture compression libraries, such as crunch,<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> allow the developer to flexibly trade off compression rate vs. visual quality, using methods such as <a href="Rate-distortion_optimization" class="mw-redirect" title="Rate-distortion optimization">rate-distortion optimization</a> (RDO).</dd>
<dt>Encoding Speed</dt>
<dd>Texture compression is more tolerant of asymmetric encoding/decoding rates as the encoding process is often done only once during the application authoring process.</dd></dl>
<p>Given the above, most texture compression algorithms involve some form of fixed-rate <a href="Lossy_compression" title="Lossy compression">lossy</a> <a href="Vector_quantization" title="Vector quantization">vector quantization</a> of small fixed-size blocks of pixels into small fixed-size blocks of coding bits, sometimes with additional extra pre-processing and post-processing steps. <a href="Block_Truncation_Coding" title="Block Truncation Coding">Block Truncation Coding</a> is a very simple example of this family of algorithms.
</p><p>Because their data access patterns are well-defined, texture decompression may be executed on-the-fly during rendering as part of the overall <a href="Graphics_pipeline" title="Graphics pipeline">graphics pipeline</a>, reducing overall bandwidth and storage needs throughout the graphics system. As well as texture maps, texture compression may also be used to encode other kinds of rendering map, including <a href="Bump_map" class="mw-redirect" title="Bump map">bump maps</a> and <a href="Normal_mapping" title="Normal mapping">surface normal maps</a>. Texture compression may also be used together with other forms of map processing such as <a href="MIP_map" class="mw-redirect" title="MIP map">MIP maps</a> and <a href="Anisotropic_filtering" title="Anisotropic filtering">anisotropic filtering</a>.
</p>
<div class="mw-heading mw-heading2"><h2 id="Availability">Availability</h2></div>
<p>Some examples of practical texture compression systems are <a href="S3_Texture_Compression" title="S3 Texture Compression">S3 Texture Compression</a> (S3TC), <a href="PVRTC" title="PVRTC">PVRTC</a>, <a href="Ericsson_Texture_Compression" title="Ericsson Texture Compression">Ericsson Texture Compression</a> (ETC) and <a href="Adaptive_Scalable_Texture_Compression" class="mw-redirect" title="Adaptive Scalable Texture Compression">Adaptive Scalable Texture Compression</a> (ASTC); these may be supported by special function units in modern <a href="Graphics_processing_units" class="mw-redirect" title="Graphics processing units">Graphics processing units</a>.
</p><p>OpenGL and OpenGL ES, as implemented on many video accelerator cards and mobile GPUs, can support multiple common kinds of texture compression - generally through the use of vendor extensions.
</p>
<div class="mw-heading mw-heading2"><h2 id="Supercompression">Supercompression</h2></div>
<p>A compressed-texture can be further compressed in what is called "supercompression". Fixed-rate texture compression formats are optimized for random access and are much less efficient compared to image formats such as <a href="PNG" title="PNG">PNG</a>. By adding further compression, a programmer can reduce the efficiency gap. The extra layer can be decompressed by the CPU so that the GPU receives a normal compressed texture,<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> or in newer methods, decompressed by the GPU itself. Supercompression saves the same amount of VRAM as regular texture compression, but saves more disk space and download size.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup>
</p>
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</style><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="Adaptive_scalable_texture_compression#Universal_ASTC" title="Adaptive scalable texture compression">Adaptive scalable texture compression §&nbsp;Universal ASTC</a>, and <a href="S3_Texture_Compression#Data_preconditioning" title="S3 Texture Compression">S3 Texture Compression §&nbsp;Data preconditioning</a></div>
<div class="mw-heading mw-heading2"><h2 id="Neural_Texture_Compression">Neural Texture Compression</h2></div>
<p>Random-Access Neural Compression of Material Textures (Neural Texture Compression) is a <a href="Nvidia" title="Nvidia">Nvidia</a>'s technology which enables two additional levels of detail (16x more <a href="Texels" class="mw-redirect" title="Texels">texels</a>, so four times higher resolution) while maintaining similar storage requirements as traditional texture compression methods.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>The key idea is compressing multiple material textures and their <a href="Mipmap" title="Mipmap">mipmap</a> chains together, and using a small <a href="Neural_network_(machine_learning)" title="Neural network (machine learning)">neural network</a>, that is optimized for each material, to decompress them.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Block_Truncation_Coding" title="Block Truncation Coding">Block Truncation Coding</a> (BTC)</li>
<li><a href="Vector_quantization" title="Vector quantization">Vector quantization</a></li>
<li><a href="Color_Cell_Compression" title="Color Cell Compression">Color Cell Compression</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</style><cite id="CITEREFAndrew_BeersManeesh_AgrawalaNavin_Chaddha1996" class="citation cs2">Andrew Beers; Maneesh Agrawala; Navin Chaddha (1996), <a rel="nofollow" class="external text" href="http://graphics.stanford.edu/projects/flashg/papers/texture_compression/">"Rendering from Compressed Textures"</a>, <i>Computer Graphics, Proc. SIGGRAPH</i>: <span class="nowrap">373–</span>378</cite></span>
</li>
<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://github.com/BinomialLLC/crunch">"crunch open source texture compression library"</a>. <i>GitHub</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2016-09-13</span></span>.</cite></span>
</li>
<li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text"><cite id="CITEREFStromWennersten2011" class="citation conference cs1">Strom, Jacob; Wennersten, Per (5 August 2011). <i>Lossless compression of already compressed textures</i>. HPG '11: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics. pp.&nbsp;<span class="nowrap">177–</span>182. <a href="Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1145%2F2018323.2018351">10.1145/2018323.2018351</a>.</cite></span>
</li>
<li id="cite_note-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-4">^</a></b></span> <span class="reference-text"><cite id="CITEREFKrajcevskiPratapaManocha2016" class="citation journal cs1">Krajcevski, Pavel; Pratapa, Srihari; Manocha, Dinesh (11 November 2016). <span class="id-lock-subscription" title="Paid subscription required"><a rel="nofollow" class="external text" href="http://gamma.cs.unc.edu/GST/">"GST: GPU-decodable supercompressed textures"</a></span>. <i>ACM Transactions on Graphics</i>. <b>35</b> (6): <span class="nowrap">1–</span>10. <a href="Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1145%2F2980179.2982439">10.1145/2980179.2982439</a>.</cite></span>
</li>
<li id="cite_note-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-5">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.tomshardware.com/news/nvidia-uses-neural-network-for-innovative-texture-compression-method">"Nvidia Uses Neural Network for Innovative Texture Compression Method"</a>. 6 May 2023.</cite></span>
</li>
<li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://research.nvidia.com/publication/2023-08_random-access-neural-compression-material-textures">"Random-Access Neural Compression of Material Textures | Research"</a>.</cite></span>
</li>
</ol></div></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external free" href="http://gamma.cs.unc.edu/GST/">http://gamma.cs.unc.edu/GST/</a> GST: GPU-decodable Supercompressed Textures</li></ul>
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</style></div><div role="navigation" class="navbox" aria-labelledby="Data_compression_methods241" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Data_compression_methods241" style="font-size:114%;margin:0 4em"><a href="Data_compression" title="Data compression">Data compression</a> methods</div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Lossless_compression" title="Lossless compression">Lossless</a><br>type</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Entropy_coding" title="Entropy coding">Entropy</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adaptive_coding" title="Adaptive coding">Adaptive coding</a></li>
<li><a href="Arithmetic_coding" title="Arithmetic coding">Arithmetic</a></li>
<li><a href="Asymmetric_numeral_systems" title="Asymmetric numeral systems">Asymmetric numeral systems</a></li>
<li><a href="Golomb_coding" title="Golomb coding">Golomb</a></li>
<li><a href="Huffman_coding" title="Huffman coding">Huffman</a>
<ul><li><a href="Adaptive_Huffman_coding" title="Adaptive Huffman coding">Adaptive</a></li>
<li><a href="Canonical_Huffman_code" title="Canonical Huffman code">Canonical</a></li>
<li><a href="Modified_Huffman_coding" title="Modified Huffman coding">Modified</a></li></ul></li>
<li><a href="Range_coding" title="Range coding">Range</a></li>
<li><a href="Shannon_coding" title="Shannon coding">Shannon</a></li>
<li><a href="Shannon%E2%80%93Fano_coding" title="Shannon–Fano coding">Shannon–Fano</a></li>
<li><a href="Shannon%E2%80%93Fano%E2%80%93Elias_coding" title="Shannon–Fano–Elias coding">Shannon–Fano–Elias</a></li>
<li><a href="Tunstall_coding" title="Tunstall coding">Tunstall</a></li>
<li><a href="Unary_coding" title="Unary coding">Unary</a></li>
<li><a href="Universal_code_(data_compression)" title="Universal code (data compression)">Universal</a>
<ul><li><a href="Exponential-Golomb_coding" title="Exponential-Golomb coding">Exp-Golomb</a></li>
<li><a href="Fibonacci_coding" title="Fibonacci coding">Fibonacci</a></li>
<li><a href="Elias_gamma_coding" title="Elias gamma coding">Gamma</a></li>
<li><a href="Levenshtein_coding" title="Levenshtein coding">Levenshtein</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Dictionary_coder" title="Dictionary coder">Dictionary</a></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Byte-pair_encoding" title="Byte-pair encoding">Byte-pair encoding</a></li>
<li><a href="LZ77_and_LZ78" title="LZ77 and LZ78">Lempel–Ziv</a>
<ul><li><a href="842_(compression_algorithm)" title="842 (compression algorithm)">842</a></li>
<li><a href="LZ4_(compression_algorithm)" title="LZ4 (compression algorithm)">LZ4</a></li>
<li><a href="LZJB" class="mw-redirect" title="LZJB">LZJB</a></li>
<li><a href="Lempel%E2%80%93Ziv%E2%80%93Oberhumer" title="Lempel–Ziv–Oberhumer">LZO</a></li>
<li><a href="LZRW" title="LZRW">LZRW</a></li>
<li><a href="Lempel%E2%80%93Ziv%E2%80%93Storer%E2%80%93Szymanski" title="Lempel–Ziv–Storer–Szymanski">LZSS</a></li>
<li><a href="Lempel%E2%80%93Ziv%E2%80%93Welch" title="Lempel–Ziv–Welch">LZW</a></li>
<li><a href="LZWL" title="LZWL">LZWL</a></li>
<li><a href="Snappy_(compression)" title="Snappy (compression)">Snappy</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Burrows%E2%80%93Wheeler_transform" title="Burrows–Wheeler transform">BWT</a></li>
<li><a href="Context_tree_weighting" title="Context tree weighting">CTW</a></li>
<li><a href="Context_mixing" title="Context mixing">CM</a></li>
<li><a href="Delta_encoding" title="Delta encoding">Delta</a>
<ul><li><a href="Incremental_encoding" title="Incremental encoding">Incremental</a></li></ul></li>
<li><a href="Dynamic_Markov_compression" title="Dynamic Markov compression">DMC</a></li>
<li><a href="Differential_pulse-code_modulation" title="Differential pulse-code modulation">DPCM</a></li>
<li><a href="Grammar-based_code" title="Grammar-based code">Grammar</a>
<ul><li><a href="Re-Pair" title="Re-Pair">Re-Pair</a></li>
<li><a href="Sequitur_algorithm" title="Sequitur algorithm">Sequitur</a></li></ul></li>
<li><a href="Discrete_cosine_transform" title="Discrete cosine transform">LDCT</a></li>
<li><a href="Move-to-front_transform" title="Move-to-front transform">MTF</a></li>
<li><a href="PAQ" title="PAQ">PAQ</a></li>
<li><a href="Prediction_by_partial_matching" title="Prediction by partial matching">PPM</a></li>
<li><a href="Run-length_encoding" title="Run-length encoding">RLE</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Hybrid</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li>LZ77 + Huffman
<ul><li><a href="Deflate" title="Deflate">Deflate</a></li>
<li><a href="LZX" title="LZX">LZX</a></li>
<li><a href="Lempel%E2%80%93Ziv%E2%80%93Stac" title="Lempel–Ziv–Stac">LZS</a></li></ul></li>
<li>LZ77 + ANS
<ul><li><a href="LZFSE" title="LZFSE">LZFSE</a></li></ul></li>
<li>LZ77 + Huffman + ANS
<ul><li><a href="Zstd" title="Zstd">Zstandard</a></li></ul></li>
<li>LZ77 + Huffman + context
<ul><li><a href="Brotli" title="Brotli">Brotli</a></li></ul></li>
<li>LZSS + Huffman
<ul><li><a href="LHA_(file_format)" title="LHA (file format)">LHA/LZH</a></li></ul></li>
<li>LZ77 + Range
<ul><li><a href="LZMA" title="LZMA">LZMA</a></li>
<li>LZHAM</li></ul></li>
<li>RLE + BWT + MTF + Huffman
<ul><li><a href="Bzip2" title="Bzip2">bzip2</a></li></ul></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Lossy_compression" title="Lossy compression">Lossy</a><br>type</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Transform_coding" title="Transform coding">Transform</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Discrete_cosine_transform" title="Discrete cosine transform">Discrete cosine transform</a>
<ul><li><a href="Discrete_cosine_transform" title="Discrete cosine transform">DCT</a></li>
<li><a href="Modified_discrete_cosine_transform" title="Modified discrete cosine transform">MDCT</a></li></ul></li>
<li><a href="Discrete_sine_transform" title="Discrete sine transform">DST</a></li>
<li><a href="Fast_Fourier_transform" title="Fast Fourier transform">FFT</a></li>
<li><a href="Wavelet_transform" title="Wavelet transform">Wavelet</a>
<ul><li><a href="Daubechies_wavelet" title="Daubechies wavelet">Daubechies</a></li>
<li><a href="Discrete_wavelet_transform" title="Discrete wavelet transform">DWT</a></li>
<li><a href="Set_partitioning_in_hierarchical_trees" title="Set partitioning in hierarchical trees">SPIHT</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Predictive</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Differential_pulse-code_modulation" title="Differential pulse-code modulation">DPCM</a>
<ul><li><a href="Adaptive_differential_pulse-code_modulation" title="Adaptive differential pulse-code modulation">ADPCM</a></li></ul></li>
<li><a href="Linear_predictive_coding" title="Linear predictive coding">LPC</a>
<ul><li><a href="Algebraic_code-excited_linear_prediction" title="Algebraic code-excited linear prediction">ACELP</a></li>
<li><a href="Code-excited_linear_prediction" title="Code-excited linear prediction">CELP</a></li>
<li><a href="Log_area_ratio" title="Log area ratio">LAR</a></li>
<li><a href="Line_spectral_pairs" title="Line spectral pairs">LSP</a></li>
<li><a href="Warped_linear_predictive_coding" title="Warped linear predictive coding">WLPC</a></li></ul></li>
<li>Motion
<ul><li><a href="Motion_compensation" title="Motion compensation">Compensation</a></li>
<li><a href="Motion_estimation" title="Motion estimation">Estimation</a></li>
<li><a href="Motion_vector" class="mw-redirect" title="Motion vector">Vector</a></li></ul></li>
<li><a href="Psychoacoustics" title="Psychoacoustics">Psychoacoustic</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Data_compression#Audio" title="Data compression">Audio</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Bit_rate" title="Bit rate">Bit rate</a>
<ul><li><a href="Average_bitrate" title="Average bitrate">ABR</a></li>
<li><a href="Constant_bitrate" title="Constant bitrate">CBR</a></li>
<li><a href="Variable_bitrate" title="Variable bitrate">VBR</a></li></ul></li>
<li><a href="Companding" title="Companding">Companding</a></li>
<li><a href="Convolution" title="Convolution">Convolution</a></li>
<li><a href="Dynamic_range" title="Dynamic range">Dynamic range</a></li>
<li><a href="Latency_(audio)" title="Latency (audio)">Latency</a></li>
<li><a href="Nyquist%E2%80%93Shannon_sampling_theorem" title="Nyquist–Shannon sampling theorem">Nyquist–Shannon theorem</a></li>
<li><a href="Sampling_(signal_processing)" title="Sampling (signal processing)">Sampling</a></li>
<li><a href="Silence_compression" title="Silence compression">Silence compression</a></li>
<li><a href="Sound_quality" title="Sound quality">Sound quality</a></li>
<li><a href="Speech_coding" title="Speech coding">Speech coding</a></li>
<li><a href="Sub-band_coding" title="Sub-band coding">Sub-band coding</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Audio_codec" title="Audio codec">Codec</a><br>parts</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="A-law_algorithm" title="A-law algorithm">A-law</a></li>
<li><a href="%CE%9C-law_algorithm" title="Μ-law algorithm">μ-law</a></li>
<li><a href="Differential_pulse-code_modulation" title="Differential pulse-code modulation">DPCM</a>
<ul><li><a href="Adaptive_differential_pulse-code_modulation" title="Adaptive differential pulse-code modulation">ADPCM</a></li>
<li><a href="Delta_modulation" title="Delta modulation">DM</a></li></ul></li>
<li><a href="Fourier_transform" title="Fourier transform">FT</a>
<ul><li><a href="Fast_Fourier_transform" title="Fast Fourier transform">FFT</a></li></ul></li>
<li><a href="Linear_predictive_coding" title="Linear predictive coding">LPC</a>
<ul><li><a href="Algebraic_code-excited_linear_prediction" title="Algebraic code-excited linear prediction">ACELP</a></li>
<li><a href="Code-excited_linear_prediction" title="Code-excited linear prediction">CELP</a></li>
<li><a href="Log_area_ratio" title="Log area ratio">LAR</a></li>
<li><a href="Line_spectral_pairs" title="Line spectral pairs">LSP</a></li>
<li><a href="Warped_linear_predictive_coding" title="Warped linear predictive coding">WLPC</a></li></ul></li>
<li><a href="Modified_discrete_cosine_transform" title="Modified discrete cosine transform">MDCT</a></li>
<li><a href="Psychoacoustics" title="Psychoacoustics">Psychoacoustic model</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Image_compression" title="Image compression">Image</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Chroma_subsampling" title="Chroma subsampling">Chroma subsampling</a></li>
<li><a href="Coding_tree_unit" title="Coding tree unit">Coding tree unit</a></li>
<li><a href="Color_space" title="Color space">Color space</a></li>
<li><a href="Compression_artifact" title="Compression artifact">Compression artifact</a></li>
<li><a href="Image_resolution" title="Image resolution">Image resolution</a></li>
<li><a href="Macroblock" title="Macroblock">Macroblock</a></li>
<li><a href="Pixel" title="Pixel">Pixel</a></li>
<li><a href="Peak_signal-to-noise_ratio" title="Peak signal-to-noise ratio">PSNR</a></li>
<li><a href="Quantization_(image_processing)" title="Quantization (image processing)">Quantization</a></li>
<li><a href="Standard_test_image" title="Standard test image">Standard test image</a></li>
</ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Methods</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Chain_code" title="Chain code">Chain code</a></li>
<li><a href="Discrete_cosine_transform" title="Discrete cosine transform">DCT</a></li>
<li><a href="Deflate" title="Deflate">Deflate</a></li>
<li><a href="Fractal_compression" title="Fractal compression">Fractal</a></li>
<li><a href="Karhunen%E2%80%93Lo%C3%A8ve_theorem" class="mw-redirect" title="Karhunen–Loève theorem">KLT</a></li>
<li><a href="Pyramid_(image_processing)" title="Pyramid (image processing)">LP</a></li>
<li><a href="Run-length_encoding" title="Run-length encoding">RLE</a></li>
<li><a href="Wavelet_transform" title="Wavelet transform">Wavelet</a>
<ul><li><a href="Daubechies_wavelet" title="Daubechies wavelet">Daubechies</a></li>
<li><a href="Discrete_wavelet_transform" title="Discrete wavelet transform">DWT</a></li>
<li><a href="Embedded_zerotrees_of_wavelet_transforms" title="Embedded zerotrees of wavelet transforms">EZW</a></li>
<li><a href="Set_partitioning_in_hierarchical_trees" title="Set partitioning in hierarchical trees">SPIHT</a></li></ul></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Data_compression#Video" title="Data compression">Video</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Bit_rate" title="Bit rate">Bit rate</a>
<ul><li><a href="Average_bitrate" title="Average bitrate">ABR</a></li>
<li><a href="Constant_bitrate" title="Constant bitrate">CBR</a></li>
<li><a href="Variable_bitrate" title="Variable bitrate">VBR</a></li></ul></li>
<li><a href="Display_resolution" title="Display resolution">Display resolution</a></li>
<li><a href="Film_frame" title="Film frame">Frame</a></li>
<li><a href="Frame_rate" title="Frame rate">Frame rate</a></li>
<li><a href="Video_compression_picture_types" title="Video compression picture types">Frame types</a></li>
<li><a href="Interlaced_video" title="Interlaced video">Interlace</a></li>
<li><a href="Video#Characteristics_of_video_streams" title="Video">Video characteristics</a></li>
<li><a href="Video_quality" title="Video quality">Video quality</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Video_codec" title="Video codec">Codec</a><br>parts</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Discrete_cosine_transform" title="Discrete cosine transform">DCT</a></li>
<li><a href="Differential_pulse-code_modulation" title="Differential pulse-code modulation">DPCM</a></li>
<li><a href="Deblocking_filter" title="Deblocking filter">Deblocking filter</a></li>
<li><a href="Lapped_transform" title="Lapped transform">Lapped transform</a></li>
<li>Motion
<ul><li><a href="Motion_compensation" title="Motion compensation">Compensation</a></li>
<li><a href="Motion_estimation" title="Motion estimation">Estimation</a></li>
<li><a href="Motion_vector" class="mw-redirect" title="Motion vector">Vector</a></li></ul></li>
<li><a href="Wavelet_transform" title="Wavelet transform">Wavelet</a>
<ul><li><a href="Daubechies_wavelet" title="Daubechies wavelet">Daubechies</a></li>
<li><a href="Discrete_wavelet_transform" title="Discrete wavelet transform">DWT</a></li></ul></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Information_theory" title="Information theory">Theory</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Compressed_data_structure" title="Compressed data structure">Compressed data structures</a>
<ul><li><a href="Compressed_suffix_array" title="Compressed suffix array">Compressed suffix array</a></li>
<li><a href="FM-index" title="FM-index">FM-index</a></li></ul></li>
<li><a href="Entropy_(information_theory)" title="Entropy (information theory)">Entropy</a></li>
<li><a href="Information_theory" title="Information theory">Information theory</a>
<ul><li><a href="Timeline_of_information_theory" title="Timeline of information theory">Timeline</a></li></ul></li>
<li><a href="Kolmogorov_complexity" title="Kolmogorov complexity">Kolmogorov complexity</a></li>
<li><a href="Prefix_code" title="Prefix code">Prefix code</a></li>
<li><a href="Quantization_(signal_processing)" title="Quantization (signal processing)">Quantization</a></li>
<li><a href="Rate%E2%80%93distortion_theory" title="Rate–distortion theory">Rate–distortion</a></li>
<li><a href="Redundancy_(information_theory)" title="Redundancy (information theory)">Redundancy</a></li>
<li><a href="Data_compression_symmetry" title="Data compression symmetry">Symmetry</a></li>
<li><a href="Smallest_grammar_problem" title="Smallest grammar problem">Smallest grammar problem</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Community</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Hutter_Prize" title="Hutter Prize">Hutter Prize</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">People</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Mark_Adler" title="Mark Adler">Mark Adler</a></li>
<li><a href="Phil_Katz" title="Phil Katz">Phil Katz</a></li></ul>
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