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Conference Paper: Tile-based texture mapping on graphics hardware

TitleTile-based texture mapping on graphics hardware
Authors
KeywordsAlgorithms
Conformal Mapping
Interactive Computer Graphics
Program Processors
Issue Date2004
Citation
Acm Siggraph 2004 Sketches, Siggraph'04, 2004 How to Cite?
AbstractTexture 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 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. © 2004 ACM.
Persistent Identifierhttp://hdl.handle.net/10722/141803
References

 

DC FieldValueLanguage
dc.contributor.authorWei, LYen_HK
dc.date.accessioned2011-09-27T03:02:14Z-
dc.date.available2011-09-27T03:02:14Z-
dc.date.issued2004en_HK
dc.identifier.citationAcm Siggraph 2004 Sketches, Siggraph'04, 2004en_HK
dc.identifier.urihttp://hdl.handle.net/10722/141803-
dc.description.abstractTexture 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 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. © 2004 ACM.en_HK
dc.languageengen_US
dc.relation.ispartofACM SIGGRAPH 2004 Sketches, SIGGRAPH'04en_HK
dc.subjectAlgorithmsen_US
dc.subjectConformal Mappingen_US
dc.subjectInteractive Computer Graphicsen_US
dc.subjectProgram Processorsen_US
dc.titleTile-based texture mapping on graphics hardwareen_HK
dc.typeConference_Paperen_HK
dc.identifier.emailWei, LY:lywei@cs.hku.hken_HK
dc.identifier.authorityWei, LY=rp01528en_HK
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.doi10.1145/1186223.1186307en_HK
dc.identifier.scopuseid_2-s2.0-78650976582en_HK
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-78650976582&selection=ref&src=s&origin=recordpageen_HK
dc.identifier.scopusauthoridWei, LY=14523963300en_HK
dc.identifier.citeulike7753715-

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