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dc.contributor.authorYuksel, Cemen_US
dc.contributor.authorLefebvre, Sylvainen_US
dc.contributor.authorTarini, Marcoen_US
dc.contributor.editorGiachetti, Andrea and Rushmeyer, Hollyen_US
dc.date.accessioned2019-05-05T17:52:08Z
dc.date.available2019-05-05T17:52:08Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13656
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13656
dc.description.abstractThe intrinsic problems of texture mapping, regarding its difficulties in content creation and the visual artifacts it causes in rendering, are well-known, but often considered unavoidable. In this state of the art report, we discuss various radically different ways to rethink texture mapping that have been proposed over the decades, each offering different advantages and trade-offs. We provide a brief description of each alternative texturing method along with an evaluation of its strengths and weaknesses in terms of applicability, usability, filtering quality, performance, and potential implementation related challenges.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.3 [Computer Graphics]
dc.subjectImage manipulation
dc.subjectTexturing
dc.titleRethinking Texture Mappingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersState of the Art Reports
dc.description.volume38
dc.description.number2
dc.identifier.doi10.1111/cgf.13656
dc.identifier.pages535-551
dc.description.documenttypestar


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