Mapping textures onto surfaces of computer-generated objects is a tech
nique which greatly improves the realism of their appearance. Unfortun
ately, this imposes high computational demands and, even worse, tremen
dous memory bandwidth requirements on the graphics system. Tight cost
frames in the industry in conjunction with ever increasing user expect
ations make the design of a powerful texture mapping unit a difficult
task. To meet these requirements we follow two different approaches. O
n the technology side, we observe a rapidly emerging technology which
offers the combination of enormous transfer rates and computing power:
logic-embedded memories. On the algorithmic side, a common way to red
uce data traffic is image compression. Its application to texture mapp
ing, however, is difficult since the decompression must be done at pix
el frequency. In this work we will focus on the latter approach, descr
ibing the use of a specific compression scheme for texture mapping. It
allows the use of a very simple and fast decompression hardware, brin
ging high performance texture mapping to low-cost systems. Copyright (
C) 1996 Elsevier Science Ltd