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dc.contributor.authorKnittel, G.en_US
dc.contributor.authorSchilling, A.en_US
dc.contributor.authorKugler, A.en_US
dc.contributor.authorStraßer, W.en_US
dc.contributor.editorW. Strasseren_US
dc.date.accessioned2014-02-06T14:30:48Z
dc.date.available2014-02-06T14:30:48Z
dc.date.issued1995en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH95/033-040en_US
dc.description.abstractMapping textures onto suIfaces of computer-gener­ ated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory bandwidth require­ ments on the graphics system. Tight cost frames in the industry in conjunction with ever increasing user expectations make the design of a powerful texture mapping unit a difficult task.To meet these requirements we follow two different approaches. On the technology side, we observe a rapidly emerging technology which offers the com­ bination of enormous transfer rates and computing power: logic-embedded memories.On the algorithmic side, a common way to reduce data traffic is image compression. Its application to texture mapping, however, is difficult since the decompression must be done at pixel frequency.In this work we will focus on the latter approach, describing the use of a specific compression scheme for texture mapping. It allows the use of a very sim­ ple and fast decompression hardware, bringing high performance texture mapping to low-cost systems.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectgraphics hardwareen_US
dc.subjecttexture mappingen_US
dc.subjectimage compressionen_US
dc.titleHardware for Superior Texture Performanceen_US
dc.description.seriesinformationTenth Eurographics Workshop on Graphics Hardwareen_US


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