Combining Texture Streaming and Run-Time Generation
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Date
2012
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Virtual texturing systems have enabled gigapixel resolutions for textures used in real-time rendering. This allows for more detail and diversity in virtual worlds at the cost of greatly increasing disc storage requirements. In this paper, we propose a compression method that generates parts of these large textures at run-time using the original painting primitives (brushes) from the texture production process. This way, large featureless texture areas can be compressed to a few brush resources. A post-production analyzing phase determines those areas that should be stored as compressed texel data to ensure real-time performance at run-time.
Description
@inproceedings{:10.2312/conf/EG2012/posters/003-004,
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{Combining Texture Streaming and Run-Time Generation}},
author = {Demeulemeester, Aljosha and Hollemeersch, Charles-Frederik and Pieters, Bart and Lambert, Peter and Walle, Rik Van de},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {},
DOI = {/10.2312/conf/EG2012/posters/003-004}
}