Game engine developer details Haar wavelet compression for 3D texture storage
A developer building a 3D polygonal game engine describes using Haar wavelet basis functions to compress low-contrast textures and their mipmaps. The piece explains that a typical 256x256 texture consumes 256KB of RAM, and that a scene with dozens of visible textures plus many more stored off-screen can require roughly 200MB of memory, a burden for typical end-user computers at the time.
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The approach suggests wavelets could let game engines shrink texture memory footprints without sacrificing the multiresolution mipmap system used for antialiasing at a distance. This kind of optimization work reflects the era's hardware memory constraints, where developers had to find mathematical shortcuts to fit rich visuals into limited RAM.
- Haar wavelets are used for multiresolution compression of texture data.
- A single 256x256 texture with mipmaps can require hundreds of kilobytes to over 200MB across a scene.
- Memory constraints on typical end-user computers drove the need for such compression techniques.
Source: comonad.com, 2026-09-28
Published there as: “Wavelets in 3D Graphics”
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