Tile-Based Texture Mapping on Graphics Hardware
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.
BibTeX
@inproceedings {10.2312:EGGH:EGGH04:055-064,
booktitle = {Graphics Hardware},
editor = {Tomas Akenine-Moeller and Michael McCool},
title = {{Tile-Based Texture Mapping on Graphics Hardware}},
author = {Wei, Li-Yi},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-905673-15-0},
DOI = {10.2312/EGGH/EGGH04/055-064}
}
booktitle = {Graphics Hardware},
editor = {Tomas Akenine-Moeller and Michael McCool},
title = {{Tile-Based Texture Mapping on Graphics Hardware}},
author = {Wei, Li-Yi},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-905673-15-0},
DOI = {10.2312/EGGH/EGGH04/055-064}
}
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