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Overview
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Overview
Mineralwool Insualtion Compression Sleeve
Details
Details
The Mineralwool Framefix Compression Sleeve system is supplied with standoff tubes which correspond to the thickness of the insulation specified. The tubes are designed to ensure that the compressive strength and stability of the channel tie system is achieved and maintained by preventing the channel deflecting into and compressing the insulation during installation and whilst under normal load.
Compressing mineral wool significantly reduces its effectiveness and in turn its ‘U’ Value. In addition, when channel deflects into the insulation, the cavity depth is inconsistent and can increase in places, this means the channel ties specified may be installed below the recommended embedment depth due to the increase in the size of the cavity.
Technical Data
The ACS Mineralwool Framefix Compression Sleeve is designed to allow an outer leaf of a cavity wall constructed from masonry to be tied to light steel frame or another structural element through mineral wool insulation using suitable fixings.
composite high compressive capacity sleeves are used at every fixing position to provide a rigid, high capacity fixing detail. The sleeves have a class 2 fire resistance to BS476 Part 6. The channel is fixed back to the structure via the pre-punched holes in the channel which are spaced at close centres to allow the fixing point to be selected depending on the application.
Once fixed the ACS 4000 Range Channel Ties can be positioned at any point along the channel to suit the coursing of the masonry.
Installation & Best Practice
The channel is typically fixed back to the SSF/Studwork through mineral wool insulation and CP board. Each fixing requires a compression sleeve to be pushed through the insulation to bear onto the CP board and studwork behind. Fixings can then be installed through channel and sleeves and driven into the SFS studs. Studs are normally set at 600mm horizontal centres. Ties can then be positioned at any point along the channel length to suit the bed joint coursing at the required vertical centres. (Tech screw lengths table)
Tech Screw Length Table
Insulation Thickness (mm) | Screw Length (mm) |
75 | 105 |
100 | 130 |
125 | 150 |
150 | 150 |
Fixing Screws
The ACS Mineralwool Framefix Channel standard configuration is designed to fix back to the studwork at 450mm vertical centres. The pre-punched holes in the rear of the channel are spaced at 112.5mm centres so a fixing can always be positioned near to the end of the channel and the fixing centres can be varied to increase or reduce the load capacity as required (See Table 1.0). Self-tapping screws can be supplied to accommodate fixing through mineral wool insulation of up to 150mm as standard. Other lengths are available upon request.
ACS recommends the use of stainless steel screws for fixing the channel back to the studwork. Isolated galvanised screws can also be provided on request.
System Performance
The table below provides wall tie type performance values fro PD 6697 based on standard stud centres of 600mm. Photosweeper 2 2 4.
Panel Required Type (PD6697) | Wall Tie Vertical CTRS (mm) | Fixing Vertical CTRS (mm) | Panel Unfactored Design Resistance (kN/m2) | Panel Factored Design Resistance (kN/m2) |
Type 1 | 300 | 337.5 | 2.27 | 3.41 |
Type 2 | 450 | 337.5 | 1.51 | 2.27 |
Type 3 | 450 | 450 | 0.91 |
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Resources
Resources
Related Products
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S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossytexture compressionalgorithms originally developed by Iourcha et al. of S3 Graphics, Ltd.[1][2] for use in their Savage 3Dcomputer graphics accelerator. The method of compression is strikingly similar to the previously published Color Cell Compression,[3] which is in turn an adaptation of Block Truncation Coding published in the late 1970s. Unlike some image compression algorithms (e.g. JPEG), S3TC's fixed-rate data compression coupled with the single memory access (cf. Color Cell Compression and some VQ-based schemes) made it well-suited for use in compressing textures in hardware-accelerated 3D computer graphics. Its subsequent inclusion in Microsoft's DirectX 6.0 and OpenGL 1.3 (via the GL_EXT_texture_compression_s3tc extension) led to widespread adoption of the technology among hardware and software makers. While S3 Graphics is no longer a competitor in the graphics accelerator market, license fees have been levied and collected for the use of S3TC technology until October 2017, for example in game consoles and graphics cards. The wide use of S3TC has led to a de facto requirement for OpenGL drivers to support it, but the patent-encumbered status of S3TC presented a major obstacle to open source implementations,[4] while implementation approaches which tried to avoid the patented parts existed.[5]
Patent[edit]
Some (e.g. US 5956431 A) of the multiple USPTO patents on S3 Texture Compression expired on October 2, 2017.[6] At least one continuation patent, US6,775,417, however had a 165-day extension. This continuation patent expired on March 16, 2018.
Codecs[edit]
There are five variations of the S3TC algorithm (named DXT1 through DXT5, referring to the FourCC code assigned by Microsoft to each format), each designed for specific types of image data. All convert a 4×4 block of pixels to a 64-bit or 128-bit quantity, resulting in compression ratios of 6:1 with 24-bit RGB input data or 4:1 with 32-bit RGBA input data. S3TC is a lossy compression algorithm, resulting in image quality degradation, an effect which is minimized by the ability to increase texture resolutions while maintaining the same memory requirements. Hand-drawn cartoon-like images do not compress well, nor do normal map data, both of which usually generate artifacts. ATI's 3Dc compression algorithm is a modification of DXT5 designed to overcome S3TC's shortcomings with regard to normal maps. id Software worked around the normalmap compression issues in Doom 3 by moving the red component into the alpha channel before compression and moving it back during rendering in the pixel shader.[7]
Like many modern image compression algorithms, S3TC only specifies the method used to decompress images, allowing implementers to design the compression algorithm to suit their specific needs, although the patent still covers compression algorithms. The nVidia GeForce 256 through to GeForce 4 cards also used 16-bit interpolation to render DXT1 textures, which resulted in banding when unpacking textures with color gradients. Again, this created an unfavorable impression of texture compression, not related to the fundamentals of the codec itself.
DXT1[edit]
DXT1 (also known as Block Compression 1 or BC1) is the smallest variation of S3TC, storing 16 input pixels in 64 bits of output, consisting of two 16-bit RGB 5:6:5 color values and , and a 4x4 two-bit lookup table.
If (compare these colors by interpreting them as two 16-bit unsigned numbers), then two other colors are calculated, such that for each component, and .This mode operates similarly to mode 0xC0 of the original Apple Video codec.[8]
Otherwise, if , then and is transparent black corresponding to a premultiplied alpha format.
The lookup table is then consulted to determine the color value for each pixel, with a value of 0 corresponding to and a value of 3 corresponding to .
DXT2 and DXT3[edit]
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DXT2 and DXT3 (collectively also known as Block Compression 2 or BC2) converts 16 input pixels (corresponding to a 4x4 pixel block) into 128 bits of output, consisting of 64 bits of alpha channel data (4 bits for each pixel) followed by 64 bits of color data, encoded the same way as DXT1 (with the exception that the 4-color version of the DXT1 algorithm is always used instead of deciding which version to use based on the relative values of and ).
In DXT2, the color data is interpreted as being premultiplied by alpha, in DXT3 it is interpreted as not having been premultiplied by alpha. Typically DXT2/3 are well suited to images with sharp alpha transitions, between translucent and opaque areas.
DXT4 and DXT5[edit]
DXT4 and DXT5 (collectively also known as Block Compression 3 or BC3) converts 16 input pixels into 128 bits of output, consisting of 64 bits of alpha channel data (two 8-bit alpha values and a 4x4 3-bit lookup table) followed by 64 bits of color data (encoded the same way as DXT1).
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If , then six other alpha values are calculated, such that , , , , , and .
Otherwise, if , four other alpha values are calculated such that , , , and with and .
The lookup table is then consulted to determine the alpha value for each pixel, with a value of 0 corresponding to and a value of 7 corresponding to . DXT4's color data is premultiplied by alpha, whereas DXT5's is not. Because DXT4/5 use an interpolated alpha scheme, they generally produce superior results for alpha (transparency) gradients than DXT2/3.
Further variants[edit]
BC4 and BC5[edit]
BC4 and BC5 (Block Compression 4 and 5) are added in Direct3D 10. They reuse the alpha channel encoding found in DXT4/5 (BC3).[9]
- BC4 stores 16 input single-channel (e.g. greyscale) pixels into 64 bits of output, encoded in the same way as BC3 alphas. The expanded palette provides higher quality.
- BC4 stores 16 input double-channel (e.g. tangent space normal map) pixels into 128 bits of output, consisting of two halves each encoded in the same way as BC3 alphas.
BC6H and BC7[edit]
BC6H (sometimes BC6) and BC7 (Block Compression 6H and 7) are added in Direct3D 11.[9]
- BC6H encodes 16 input RGB HDR (float16) pixels into 128 bits of output.
- BC7 encodes 16 input RGB8/RGBA8 pixels into 128 bits of output.
BC6H and BC7 have a much more complex algorithm with a selection of encoding modes. The quality is much better as a result.[9]
S3TC format comparison[edit]
FOURCC | DX 10/11 Name | Description | Alpha premultiplied? | Compression ratio | Texture Type |
---|---|---|---|---|---|
DXT1 | BC1 | 1-bit Alpha / Opaque | Yes | 6:1 (for 24-bit source image) | Simple non-alpha |
DXT2 | BC2 | Explicit alpha | Yes | 4:1 | Sharp alpha |
DXT3 | BC2 | Explicit alpha | No | 4:1 | Sharp alpha |
DXT4 | BC3 | Interpolated alpha | Yes | 4:1 | Gradient alpha |
DXT5 | BC3 | Interpolated alpha | No | 4:1 | Gradient alpha |
N/A | BC4 | Interpolated greyscale | N/A | 2:1 | Gradient |
N/A | BC5 | Interpolated two-channel | N/A | 2:1 | Gradient |
See also[edit]
- S2TC, patentless workaround
- Adaptive Scalable Texture Compression (ASTC)
- Ericsson Texture Compression (ETC1 & ETC2)
References[edit]
- ^US 5956431 'Fixed-rate block-based image compression with inferred pixel values'
- ^[1], Iourcha, Konstantine I.; Krishna S. Nayak & Zhou Hong, 'System and method for fixed-rate block-based image compression with inferred pixel values'
- ^'1990 IEEE Color Cell Compression Paper'. Ieeexplore.ieee.org. doi:10.1109/TENCON.1990.152671. S2CID62015990.Cite journal requires
|journal=
(help) - ^'S3TC situation on official DRI information page'. Dri.freedesktop.org. Retrieved 2012-01-25.
- ^S2TC: A Possible Workaround For The S3TC Patent Situation on phoronix
- ^Yates, Tom (2017-02-15). 'This is why I drink: a discussion of Fedora's legal state'. LWN.net. Retrieved 2017-02-16.
.. The patent on S3 texture compression expires on October 2, 2017, so Steam games might work better on Fedora after that date. ..
- ^Duffy, Robert (July 27, 2004). 'DOOM 3 Video Requirements'. Gamershell.com. Archived from the original on January 3, 2008. Retrieved 2012-01-25.
- ^Togni, Roberto, et al. 'Apple RPZA'. MultimediaWiki.
- ^ abcReed, Nathan. 'Understanding BCn Texture Compression Formats'. Nathan Reed’s coding blog.
External links[edit]
- squish, an MIT-licensed S3TC compressor. The site also contains an article giving an introduction to compression algorithms.
- The Truth about S3TC Note: This article used an early S3TC compression engine, not nVidia's or ATI's updated codecs.
(Wayback Machine copy)
Compress 1 0 3 – Image Compression Sleeve Fishing Shirts
- Texture compression survey
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