dc.contributor.author | Demeulemeester, Aljosha | en_US |
dc.contributor.author | Hollemeersch, Charles-Frederik | en_US |
dc.contributor.author | Pieters, Bart | en_US |
dc.contributor.author | Lambert, Peter | en_US |
dc.contributor.author | Walle, Rik Van de | en_US |
dc.contributor.editor | Andrea Fusiello and Michael Wimmer | en_US |
dc.date.accessioned | 2013-11-08T10:27:39Z | |
dc.date.available | 2013-11-08T10:27:39Z | |
dc.date.issued | 2012 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/conf/EG2012/posters/003-004 | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Color, shading, shadowing, and texture | en_US |
dc.title | Combining Texture Streaming and Run-Time Generation | en_US |
dc.description.seriesinformation | Eurographics 2012 - Posters | en_US |