This is not finished work, but I think I finally found an approach.
4-bit TC delivers very good quality. Due to the 2^n addressing scheme, the next step must be 2-bit.
Previous 2-bit techniques (I read the work of Simon Fenney) either reduce the number of used color gradients per tile from four to two, or reduce the spatial resolution with a checkboard pattern.
The PACKMAN approach uses just one color per tile (however per 4x2 tile instead of 4x4 tile.) My approach also uses just one color, but 4x4 tiles like S3TC. To get smooth color gradients, color (CbCr) should be bilinear interpolated among the tiles. For photographs, this actually works better than one thinks.
First Idea: 12 bit color, 3 bit multiplier (this is also a rip-off from PACKMAN) and 1 bit direction. The direction indicates either 4x1 or 1x4 texel subtiles. For each subtile, a 4-bit code represents one of 16 possible wave-forms. That wave-form is multiplied by the multiplier and applied to the color.
Second Idea: Use 2x2 subtiles instead. The direction bit can be used to choose from two sets of 16 2d-waveforms (each 2d-waveform of course is a 2x2 brightness modulation tile.)
Third Idea: Combine both approaches with 12 bit color, 2 bit multiplier and 2 bit direction/waveform set.
The idea behind this approach is to show little respect to single bright (or dark) texels which would be lost. That 2-bit approach would still be OK to encode the general shape. Because it needs hard-wired wave-forms which can be addressed with the 4-bit codes per subtile, an implemention is not too cheap but allows truecolor texture compression with just 2 bits per texel.
4-bit TC delivers very good quality. Due to the 2^n addressing scheme, the next step must be 2-bit.
Previous 2-bit techniques (I read the work of Simon Fenney) either reduce the number of used color gradients per tile from four to two, or reduce the spatial resolution with a checkboard pattern.
The PACKMAN approach uses just one color per tile (however per 4x2 tile instead of 4x4 tile.) My approach also uses just one color, but 4x4 tiles like S3TC. To get smooth color gradients, color (CbCr) should be bilinear interpolated among the tiles. For photographs, this actually works better than one thinks.
First Idea: 12 bit color, 3 bit multiplier (this is also a rip-off from PACKMAN) and 1 bit direction. The direction indicates either 4x1 or 1x4 texel subtiles. For each subtile, a 4-bit code represents one of 16 possible wave-forms. That wave-form is multiplied by the multiplier and applied to the color.
Second Idea: Use 2x2 subtiles instead. The direction bit can be used to choose from two sets of 16 2d-waveforms (each 2d-waveform of course is a 2x2 brightness modulation tile.)
Third Idea: Combine both approaches with 12 bit color, 2 bit multiplier and 2 bit direction/waveform set.
The idea behind this approach is to show little respect to single bright (or dark) texels which would be lost. That 2-bit approach would still be OK to encode the general shape. Because it needs hard-wired wave-forms which can be addressed with the 4-bit codes per subtile, an implemention is not too cheap but allows truecolor texture compression with just 2 bits per texel.