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
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