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dc.contributor.authorHart, John C.en_US
dc.contributor.authorCarr, Nateen_US
dc.contributor.authorKarneya, Masakien_US
dc.contributor.authorTibbitts, Stephen A.en_US
dc.contributor.authorColeman, Terrance J.en_US
dc.contributor.editorA. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneideren_US
dc.date.accessioned2014-02-06T15:04:36Z
dc.date.available2014-02-06T15:04:36Z
dc.date.issued1999en_US
dc.identifier.isbn1-58113-170-4en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH99/045-054en_US
dc.description.abstractProcedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for teal-time operation. To this end, a new model is introduced that yields a parameterized function capable of synthesizing the most common procedural solid textures, specifically wood, marble, clouds and fire. This model is simple enough to be implemented in hardware, and can be realized in VLSI with as little as 100,000 gates. The new model also yields a new method for antialiasing synthesized textures. An expression for the necessary box filter width is derived as a function of the texturing parameters, the texture coordinates and the rasterization variables. Given this filter width, a technique for efficiently box filtering the synthesized texture by either mip mapping the color table or using a summed area color table are presented. Examples of the antialiased results are shown.en_US
dc.publisherThe Eurographics Associationen_US
dc.subject1.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectGraphics processorsen_US
dc.subject1.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowing and texture.en_US
dc.titleAntialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementationen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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