Combining Texture Streaming and Run-Time Generation

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Date
2012
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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.
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@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
} }
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