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dc.contributor.authorMallett, Ianen_US
dc.contributor.authorSeiler, Larryen_US
dc.contributor.authorYuksel, Cemen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:52:38Z
dc.date.available2019-07-11T06:52:38Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-092-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20191194
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20191194
dc.description.abstractMesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This paper addresses the problem that using mesh colors for real-time rendering has not been practical, due to the absence of hardware support. We show that it is possible to provide full hardware texture filtering support for mesh colors with minimal changes to existing GPUs by introducing a hardware-friendly representation for mesh colors that we call patch textures. We discuss the hardware modifications needed for storing and filtering patch textures.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePatch Textures: Hardware Implementation of Mesh Colorsen_US
dc.description.seriesinformationHigh-Performance Graphics - Short Papers
dc.description.sectionheadersRasterization Techniques and Ray-Tracing Applications
dc.identifier.doi10.2312/hpg.20191194
dc.identifier.pages39-44


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