Tile-Based Texture Mapping on Graphics Hardware

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Date
2004
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Texture 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.
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@inproceedings{
:10.2312/EGGH/EGGH04/055-064
, booktitle = {
Graphics Hardware
}, editor = {
Tomas Akenine-Moeller and Michael McCool
}, title = {{
Tile-Based Texture Mapping on Graphics Hardware
}}, author = {
Wei, Li-Yi
}, year = {
2004
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3471
}, ISBN = {
3-905673-15-0
}, DOI = {
/10.2312/EGGH/EGGH04/055-064
} }
Citation