dc.contributor.author | Olano, Marc | en_US |
dc.contributor.author | Mukherjee, Shrijeet | en_US |
dc.contributor.author | Dorbie, Angus | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:50Z | |
dc.date.available | 2013-10-28T09:58:50Z | |
dc.date.issued | 2001 | en_US |
dc.identifier.isbn | 158113407X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH01/095-098 | en_US |
dc.description.abstract | MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring by allowing differing degrees of filtering in different directions, but is not as common in hardware due to the implementation complexity of current techniques. We present a new algorithm that enables anisotropic texturing on any current MIP map graphics hardware supporting MIP level biasing, available in OpenGL 7.2 or through the GLEXT-texture-lod-bias or GL-SGIX-texture-lod-bias OpenGL extensions. The new algorithm computes anisotropic filter footprint parameters per vertex. It constructs the anisotropic filter out of several MIP map texturing passes or multitexture lookups. Each lookup uses MIP level bias and perturbed texture coordinates to place one probe used to construct the more complex filter profile. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics) | en_US |
dc.subject | Picture/Image generation | en_US |
dc.subject | Display algorithms | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing and texture. | en_US |
dc.title | Vertex-based Anisotropic Texturing | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |