Demeulemeester, AljoshaHollemeersch, Charles-FrederikPieters, BartLambert, PeterWalle, Rik Van deAndrea Fusiello and Michael Wimmer2013-11-082013-11-0820121017-4656https://doi.org/10.2312/conf/EG2012/posters/003-004Virtual 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.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Color, shading, shadowing, and textureCombining Texture Streaming and Run-Time Generation