dc.contributor.author | Hüttner, Tobias | en_US |
dc.contributor.author | Straßer, Wolfgang | en_US |
dc.contributor.editor | A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider | en_US |
dc.date.accessioned | 2014-02-06T15:04:35Z | |
dc.date.available | 2014-02-06T15:04:35Z | |
dc.date.issued | 1999 | en_US |
dc.identifier.isbn | 1-58113-170-4 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH99/035-044 | en_US |
dc.description.abstract | Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. In this paper, we describe a new method for efficient and fast texture filtering to prevent aliasing during texture mapping. This method, called Fast Footprint MIPmapping, is very flexible and can be adapted to the internal bandwrdth of a graphrcs system. It adopts the prefiltered MIPmap data structure of currently available trilinear MIPmapping implementatrons, but exploits the texels fetched from texture memory in a more optimal manner. Furthermore, like trilinear MIPmapping, fast footprint MIPmapping can easily be realized in hardware. It is sufficient to fetch only eight texels per textured pixel to achieve a significant improvement over classical trilinear MIPmapping. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3 [1.3.3 Picture/Image Generation] | en_US |
dc.subject | Antialiasing | en_US |
dc.subject | Bitmap and framebuffer operationsVrewing algorithms | en_US |
dc.subject | I.3 [1.3.7 Three Dimensional Graphics and Realism] | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Fast Footprint MlPmapping | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |