Infinite Resolution Textures
Abstract
We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract curved silhouette edges from the underlying images. These edges are used to adjust the texture coordinates of the requested samples during magnification. The original image is then sampled-only once!-with the modified coordinates. The new technique provides a resolution-independent image representation capable of billions of texels per second on a mid-range graphics card.
BibTeX
@inproceedings {10.2312:hpg.20161200,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ulf Assarsson and Warren Hunt},
title = {{Infinite Resolution Textures}},
author = {Reshetov, Alexander and Luebke, David},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-03868-008-6},
DOI = {10.2312/hpg.20161200}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ulf Assarsson and Warren Hunt},
title = {{Infinite Resolution Textures}},
author = {Reshetov, Alexander and Luebke, David},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-03868-008-6},
DOI = {10.2312/hpg.20161200}
}