I'm looking for information about the quite recent ASTC texture compression algorithm (both compression and decompression); I'm particular interested in the 4x4 and 8x8 modes as they look like a step up in quality from DXT1/3/5 and PVRTC 2bpp and 4bpp modes.
There is not a lot of literature around that explains the math behind it, despite being quite widespread and supported among recent hardware. The most useful page on the subject I have found is this:
https://community.arm.com/graphics/b/blog/posts/astc-does-it
Also, does anybody know what is the cost in terms of complexity and computation of the decompression hardware compared to other widespread formats?
There is not a lot of literature around that explains the math behind it, despite being quite widespread and supported among recent hardware. The most useful page on the subject I have found is this:
https://community.arm.com/graphics/b/blog/posts/astc-does-it
Also, does anybody know what is the cost in terms of complexity and computation of the decompression hardware compared to other widespread formats?