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dc.contributor.authorMeinds, Koenen_US
dc.contributor.authorBarenbrug, Barten_US
dc.contributor.editorThomas Ertl and Wolfgang Heidrich and Michael Doggetten_US
dc.date.accessioned2013-10-28T10:00:19Z
dc.date.available2013-10-28T10:00:19Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-580-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH02/017-026en_US
dc.description.abstractTexture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for twopass forward texture mapping that is suited to an efficient hardware implementation. This method delivers high quality anti-aliased images using filter techniques based on digital signal processing. We use an input sample driven texture resample and filtering algorithm that "splats" the contribution of each input sample (texel) to output samples (pixels). We show how the algorithm can be efficiently implemented in a hardware resample structure. The algorithm is incorporated and tested in a standard 3D graphics pipeline using the OpenGL interface. Our results exhibit better anti-aliasing of textures than anisotropic filtering found in current advanced graphics chips. We also show that the same texture filtering method can be used to implement edge anti-aliasing. Our edge anti-aliasing results show an absence of aliasing on most edges.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptorsen_US
dc.subjectI.3.1 Graphics processorsen_US
dc.subjectI.3.3 Anti aliasingen_US
dc.subjectI.3.7 Texture Mappingen_US
dc.titleResample Hardware for 3D Graphicsen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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