Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Meshed atlases for real-time procedural solid texturing
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2004 Papers
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Feature-based probabilistic texture blending with feature variations for terrains
Computer Animation and Virtual Worlds
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A virtual texture is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory. This functionality is already accessible with the efficient pixel shader capabilities available on the recent generations of commodity GPUs. In this chapter we will be discussing technical implications on engine design due to virtual textures use, content creation issues, results, performance and image quality. We will also cover several practical examples to highlight the challenges and to offer solutions. These include texture filtering, block compression, float precision, disk streaming, UV borders, mip-map generation, LOD selection and more.