Video games and simulators commonly use very detailed textures, whose cumulative size is often larger than the GPU memory. Textures may be loaded progressively, but dynamically loading and transferring this large amount of data in GPU memory results in loading delays and poor performance. Therefore, managing texture memory has become an important issue. While this problem has been (partly) addressed early for the specific case of terrain rendering, there is no generic texture management system for arbitrary meshes. We propose such a system, implemented on today's GPUs, which unifies classical solutions aimed at reducing memory transfer: progressive loading, texture compression, and caching strategies. For this, we introduce a new algorithm ...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...
In this paper we present a consistent, distributed, shared memory system for GPU texture memory. Thi...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
Since its conception, the increasing need for graphical detail has been a driving factor for the gam...
Three-dimensional scenes have become an important form of content deliverable through the Internet. ...
For a long time games have used textures to add surface details and diversity to their virtual world...
In this paper we present a new algorithm for interactively painting onto 3D meshes that exploits rec...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...
In this paper we present a consistent, distributed, shared memory system for GPU texture memory. Thi...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
We present texture cache approximation as a method for using ex-isting hardware on GPUs to eliminate...
Since its conception, the increasing need for graphical detail has been a driving factor for the gam...
Three-dimensional scenes have become an important form of content deliverable through the Internet. ...
For a long time games have used textures to add surface details and diversity to their virtual world...
In this paper we present a new algorithm for interactively painting onto 3D meshes that exploits rec...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Hardware texture mapping is essential for real-time rendering. Unfortunately the memory bandwidth an...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...