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Conference Paper: Tile-based texture mapping on graphics hardware

TitleTile-based texture mapping on graphics hardware
Authors
KeywordsAlgorithms
Conformal Mapping
Hardware
Program Processors
Issue Date2004
Citation
Proceedings Of The Siggraph/Eurographics Workshop On Graphics Hardware, 2004, p. 55-64 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 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 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. © The Eurographics Association 2004.
Persistent Identifierhttp://hdl.handle.net/10722/141804
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.citationProceedings Of The Siggraph/Eurographics Workshop On Graphics Hardware, 2004, p. 55-64en_HK
dc.identifier.urihttp://hdl.handle.net/10722/141804-
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 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 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. © The Eurographics Association 2004.en_HK
dc.languageengen_US
dc.relation.ispartofProceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardwareen_HK
dc.subjectAlgorithmsen_US
dc.subjectConformal Mappingen_US
dc.subjectHardwareen_US
dc.subjectProgram Processorsen_US
dc.titleTile-based texture mapping on graphics hardwareen_HK
dc.typeConference_Paperen_HK
dc.identifier.emailWei, LY:liyiwei@stanfordalumni.orgen_US
dc.identifier.authorityWei, LY=rp01528en_US
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.scopuseid_2-s2.0-78651265174en_HK
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-78651265174&selection=ref&src=s&origin=recordpageen_US
dc.identifier.spage55en_HK
dc.identifier.epage64en_HK

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