In a three-dimensional scene, each point is like a candy whose color changes depending on the viewing angle. To describe this play of shades, dozens of numbers are stored for each point — a special mathematical function invented by Joseph Fourier. Memory fills up instantly.
The new method groups candies with similar color habits: instead of the exact shade of each, an average is stored with a small correction. Similarly, in spectroscopy, the light of a star is described without listing every photon. By filtering out details invisible to the eye using entropy — a measure of disorder — the data is compressed even more. Blocks built into the graphics card unpack them instantly, just as in photometry every fraction of a second counts.
Unexpected fact: the very formulas that govern the color of the virtual world were originally born in physics to describe the shape of electron clouds — probabilistic "fuzzballs" around atomic nuclei. Now they help render games and simulators smooth even on weak laptops.
The mathematical tool that compresses colors once described the probabilistic 'fuzzballs' of electron clouds in an atom.
Just as in 'Star Trek' holographic displays save ship memory, this method compresses colors while preserving beauty.