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Conference Paper: Tile-based texture mapping on graphics hardware
Title | Tile-based texture mapping on graphics hardware |
---|---|
Authors | |
Keywords | Algorithms Conformal Mapping Hardware Program Processors |
Issue Date | 2004 |
Citation | Proceedings Of The Siggraph/Eurographics Workshop On Graphics Hardware, 2004, p. 55-64 How to Cite? |
Abstract | 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 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 Identifier | http://hdl.handle.net/10722/141804 |
References |
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Wei, LY | en_HK |
dc.date.accessioned | 2011-09-27T03:02:14Z | - |
dc.date.available | 2011-09-27T03:02:14Z | - |
dc.date.issued | 2004 | en_HK |
dc.identifier.citation | Proceedings Of The Siggraph/Eurographics Workshop On Graphics Hardware, 2004, p. 55-64 | en_HK |
dc.identifier.uri | http://hdl.handle.net/10722/141804 | - |
dc.description.abstract | 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 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.language | eng | en_US |
dc.relation.ispartof | Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_HK |
dc.subject | Algorithms | en_US |
dc.subject | Conformal Mapping | en_US |
dc.subject | Hardware | en_US |
dc.subject | Program Processors | en_US |
dc.title | Tile-based texture mapping on graphics hardware | en_HK |
dc.type | Conference_Paper | en_HK |
dc.identifier.email | Wei, LY:liyiwei@stanfordalumni.org | en_US |
dc.identifier.authority | Wei, LY=rp01528 | en_US |
dc.description.nature | link_to_subscribed_fulltext | en_US |
dc.identifier.scopus | eid_2-s2.0-78651265174 | en_HK |
dc.relation.references | http://www.scopus.com/mlt/select.url?eid=2-s2.0-78651265174&selection=ref&src=s&origin=recordpage | en_US |
dc.identifier.spage | 55 | en_HK |
dc.identifier.epage | 64 | en_HK |