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Gamefest 2011 - Presentation Modern Texture Content Pipelines
http://www.microsoft.com/download/en/details.aspx?id=27853

Gamefest 2010 - Block Compression Smorgasbord
http://download.microsoft.com/download/D/8/D/D8D077EF-CB8C-4CCA-BC24-F2CDE3F91FAA/Block_Compression_Smorgasbord_US.zip

DirectX SDK and Games for Windows Blog
http://blogs.msdn.com/b/chuckw/archive/2011/10/28/directxtex.aspx

http://blogs.msdn.com/b/chuckw/archive/2012/05/04/direct3d-11-textures-and-block-compression.aspx

http://blogs.msdn.com/b/chuckw/archive/2012/11/19/windows-imaging-component-and-windows-8.aspx

DDS Programmer's Guide
http://msdn.microsoft.com/en-us/library/bb943991.aspx

http://blogs.msdn.com/b/chuckw/archive/2010/02/05/the-dds-file-format-lives.aspx

Block Compression
http://msdn.microsoft.com/en-us/library/bb204843.aspx

http://msdn.microsoft.com/en-us/library/bb694531.aspx

http://msdn.microsoft.com/en-us/library/windows/desktop/hh308955.aspx

BC1, BC2, and BC3 use the S3 Texture Compression (S3TC) algorithm
http://en.wikipedia.org/wiki/S3_Texture_Compression

BC4 is the 3Dc+ algorithm, BC5 is 3Dc algorithm originally developed by ATI
http://en.wikipedia.org/wiki/3Dc

BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA
http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_compression_bptc.txt

'Fast Block Compression' schemes
BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren
http://www.intel.cc/jp/software/pix/324337_324337.pdf

BC5 algorithm from "Real-Time Normal Map DXT Compression" by JMP van Waveren & Ignacio Castaño
http://origin-developer.nvidia.com/object/real-time-normal-map-dxt-compression.html

Samples
http://go.microsoft.com/fwlink/?LinkId=254494

Related KB articles
http://support.microsoft.com/kb/2670838

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