The R*-tree: an efficient and robust access method for points and rectangles
SIGMOD '90 Proceedings of the 1990 ACM SIGMOD international conference on Management of data
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A general method for preserving attribute values on simplified meshes
Proceedings of the conference on Visualization '98
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
The Definitive Guide to SQLite (Definitive Guide)
The Definitive Guide to SQLite (Definitive Guide)
Bigtable: a distributed storage system for structured data
OSDI '06 Proceedings of the 7th symposium on Operating systems design and implementation
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Real-time visualizations of gigapixel texture data sets using HTML5
MMM'12 Proceedings of the 18th international conference on Advances in Multimedia Modeling
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Recent advancements in graphics hardware have made the use of texture streaming methods feasible for real-time applications. Using these methods, not only texture resolution and detail can be increased up to gigapixel resolution, but when used together with well authored textures these techniques can offer dramatically improved visual quality. However, systems aiding in texture data production itself have received a lot less attention than the streaming and rendering problem. When using current production methods in a texture streaming environment, these methods tend to break down and reduce artist efficiency to the point where the technology is no longer used to its full potential. In this paper we describe the details behind our Infinitex system. Infinitex is a texture creation and editing system that allows the users, i.e. artists, to produce large texture data in an intuitive and interactive way. Our system goes beyond a simple editor, as it incorporates the whole production process from the initial empty environment until the final finished product and addresses all the challenges that arise along the way when producing gigabytes of texture data. In particular, we will focus on versioning, management, continuity, and security. We show how our system, through the use of just-in-time tile generation, offers interactive editing and management operations while meeting all the other constraints imposed on the system.