Show simple item record

dc.contributor.authorReshetov, Alexanderen_US
dc.contributor.authorLuebke, Daviden_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:08:28Z
dc.date.available2016-06-17T14:08:28Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161200en_US
dc.description.abstractWe propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract curved silhouette edges from the underlying images. These edges are used to adjust the texture coordinates of the requested samples during magnification. The original image is then sampled-only once!-with the modified coordinates. The new technique provides a resolution-independent image representation capable of billions of texels per second on a mid-range graphics card.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.3]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.subjectComputer Graphics [I.3.3]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectAntialiasingen_US
dc.subjectImage Processing and Computer Vision [I.4.3]en_US
dc.subjectEnhancementen_US
dc.subjectSharpening and deblurringen_US
dc.titleInfinite Resolution Texturesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersTextures and Shadingen_US
dc.identifier.doi10.2312/hpg.20161200en_US
dc.identifier.pages139-150en_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record