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 tile-based 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 thi...
This paper presents a method of using texture mapping with mip-mapping to render a VLSI layout. Text...
This paper presents a method of using texture mapping with mipmapping to render a VLSI layout. Textu...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
International audienceModern games and applications use large amounts of texture data; the number an...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
International audienceThis paper deals with the packing of square tiles of the same size into one te...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
Interactively modeled virtual scenes usu-ally contain hundreds of single separate tex-tures. A commo...
Three-dimensional scenes have become an important form of content deliverable through the Internet. ...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...
Volume rendering with texture mapping hardware is a fast volume rendering method available on high-e...
Texture mapping is a common operation to increase the realism of three-dimensional meshes at low cos...
This paper presents a method of using texture mapping with mip-mapping to render a VLSI layout. Text...
This paper presents a method of using texture mapping with mipmapping to render a VLSI layout. Textu...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
International audienceModern games and applications use large amounts of texture data; the number an...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
International audienceThis paper deals with the packing of square tiles of the same size into one te...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
Interactively modeled virtual scenes usu-ally contain hundreds of single separate tex-tures. A commo...
Three-dimensional scenes have become an important form of content deliverable through the Internet. ...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...
Volume rendering with texture mapping hardware is a fast volume rendering method available on high-e...
Texture mapping is a common operation to increase the realism of three-dimensional meshes at low cos...
This paper presents a method of using texture mapping with mip-mapping to render a VLSI layout. Text...
This paper presents a method of using texture mapping with mipmapping to render a VLSI layout. Textu...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...