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dc.contributor.authorDemeulemeester, Aljoshaen_US
dc.contributor.authorHollemeersch, Charles-Frederiken_US
dc.contributor.authorPieters, Barten_US
dc.contributor.authorLambert, Peteren_US
dc.contributor.authorWalle, Rik Van deen_US
dc.contributor.editorAndrea Fusiello and Michael Wimmeren_US
dc.date.accessioned2013-11-08T10:27:39Z
dc.date.available2013-11-08T10:27:39Z
dc.date.issued2012en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2012/posters/003-004en_US
dc.description.abstractVirtual 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.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Color, shading, shadowing, and textureen_US
dc.titleCombining Texture Streaming and Run-Time Generationen_US
dc.description.seriesinformationEurographics 2012 - Postersen_US


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