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dc.contributor.authorWei, Li-Yien_US
dc.contributor.editorTomas Akenine-Moeller and Michael McCoolen_US
dc.date.accessioned2013-10-28T10:02:16Z
dc.date.available2013-10-28T10:02:16Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-15-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH04/055-064en_US
dc.description.abstractTexture 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.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectGraphics Processorsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectTextureen_US
dc.titleTile-Based Texture Mapping on Graphics Hardwareen_US
dc.description.seriesinformationGraphics Hardwareen_US


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