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...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...
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...
International audienceThis paper deals with the packing of square tiles of the same size into one te...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
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. ...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
Volume rendering with texture mapping hardware is a fast volume rendering method available on high-e...
International audienceTexture mapping with atlases suffer from several drawbacks: Wasted memory, sea...
Texture mapping is a common operation to increase the realism of three-dimensional meshes at low cos...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...
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...
International audienceThis paper deals with the packing of square tiles of the same size into one te...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
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. ...
Abstract — With increasing interest in sophisticated graphics capabilities in mobile systems, energy...
Volume rendering with texture mapping hardware is a fast volume rendering method available on high-e...
International audienceTexture mapping with atlases suffer from several drawbacks: Wasted memory, sea...
Texture mapping is a common operation to increase the realism of three-dimensional meshes at low cos...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Abstract: Texture mapping has traditionally added visual realism to computer graphics images. Modern...
In this work, we demonstrate a system that allows texture memory on multiple GPUs to be virtualized ...