Tile-Based Texture Mapping on Graphics Hardware
dc.contributor.author | Wei, Li-Yi | en_US |
dc.contributor.editor | Tomas Akenine-Moeller and Michael McCool | en_US |
dc.date.accessioned | 2013-10-28T10:02:16Z | |
dc.date.available | 2013-10-28T10:02:16Z | |
dc.date.issued | 2004 | en_US |
dc.description.abstract | Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a tilebased texture mapping algorithm by which we only have to physically store a small set of texture tiles instead of a large texture. Our algorithm generates an arbitrarily large and non-periodic virtual texture map from the small set of stored texture tiles. Because we only have to store a small set of tiles, it minimizes the storage requirement to a small constant, regardless of the size of the virtual texture. In addition, the tiles are generated and packed into a single texture map, so that the hardware filtering of this packed texture map corresponds directly to the filtering of the virtual texture. We implement our algorithm as a fragment program, and demonstrate performance on latest graphics processors. | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |
dc.identifier.isbn | 3-905673-15-0 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH04/055-064 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.1 [Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | Graphics Processors | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Texture | en_US |
dc.title | Tile-Based Texture Mapping on Graphics Hardware | en_US |
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