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dc.contributor.authorLutz, Nicolasen_US
dc.contributor.authorSauvage, Basileen_US
dc.contributor.authorLarue, Frédéricen_US
dc.contributor.authorDischler, Jean-Michelen_US
dc.contributor.editorCignoni, Paolo and Miguel, Ederen_US
dc.date.accessioned2019-05-05T17:50:24Z
dc.date.available2019-05-05T17:50:24Z
dc.date.issued2019
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20191019
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20191019
dc.description.abstractOn-the-fly patch-based texturing consists of choosing at run-time, for several patches within a tileable texture, one random candidate among a pre-computed set of possible contents. This category of methods generates unbounded textures, for which filtering is not straightforward, because the screen pixel footprint may overlap multiple patches in texture space, i.e. different randomly chosen contents. In this paper, we propose a real-time anisotropic filtering which is fully compliant with the standard graphics pipeline. The main idea is to pre-filter the contents independently, store them in an atlas, and combine them at run-time to produce the final pixel color. The patch-map, referencing to which patch belong the fetched texels, requires a specific filtering approach, in order to recover the patches that overlap at low resolutions. In addition, we show how this method can achieve blending at patch boundaries in order to further reduce visible seams, without modification of our filtering algorithm.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectTexturing
dc.subjectAntialiasing
dc.titleAnisotropic Filtering for On-the-fly Patch-based Texturingen_US
dc.description.seriesinformationEurographics 2019 - Short Papers
dc.description.sectionheadersRendering
dc.identifier.doi10.2312/egs.20191019
dc.identifier.pages77-80


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