Combining Texture Streaming and Run-Time Generation
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Date
2012Author
Demeulemeester, Aljosha
Hollemeersch, Charles-Frederik
Pieters, Bart
Lambert, Peter
Walle, Rik Van de
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Virtual texturing systems have enabled gigapixel resolutions for textures used in real-time rendering. This allows for more detail and diversity in virtual worlds at the cost of greatly increasing disc storage requirements. In this paper, we propose a compression method that generates parts of these large textures at run-time using the original painting primitives (brushes) from the texture production process. This way, large featureless texture areas can be compressed to a few brush resources. A post-production analyzing phase determines those areas that should be stored as compressed texel data to ensure real-time performance at run-time.
BibTeX
@inproceedings {10.2312:conf:EG2012:posters:003-004,
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{Combining Texture Streaming and Run-Time Generation}},
author = {Demeulemeester, Aljosha and Hollemeersch, Charles-Frederik and Pieters, Bart and Lambert, Peter and Walle, Rik Van de},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/posters/003-004}
}
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{Combining Texture Streaming and Run-Time Generation}},
author = {Demeulemeester, Aljosha and Hollemeersch, Charles-Frederik and Pieters, Bart and Lambert, Peter and Walle, Rik Van de},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/posters/003-004}
}