IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Synthetic texturing using digital filters
Tutorial: computer graphics; image synthesis
Feline: fast elliptical lines for anisotropic texture mapping
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SPAF: sub-texel precision anisotropic filtering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Texram: A Smart Memory for Texturing
IEEE Computer Graphics and Applications
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Fundamentals of Texture Mapping and Image Warping
Fundamentals of Texture Mapping and Image Warping
Perspective mapping of planar textures
ACM SIGGRAPH Computer Graphics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Efficient image/video retexturing using parallel bilateral grids
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Real-time rough refraction via LEAN mapping and Gaussian sum reduction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Parameterization-Aware MIP-Mapping
Computer Graphics Forum
VEA 2012: Interactive image/video retexturing using GPU parallelism
Computers and Graphics
Cardinality-constrained texture filtering
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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The quality of the available hardware texture filtering, even on state of the art graphics hardware, suffers from several aliasing artifacts, in both spatial and temporal domain. Those artifacts are mostly evident in extreme conditions, such as grazing viewing angles, highly warped texture coordinates, or extreme perspective and become especially annoying when animation is involved. In this paper we introduce a method to perform high quality texture filtering on GPU, based on the theory behind the Elliptical Weighted Average (EWA) filter. Our method uses the underlying anisotropic filtering hardware of the GPU to construct a filter that closely matches the shape and the properties of the EWA filter, offering vast improvements in the quality of texture mapping while maintaining high performance. Targeting real-time applications, we also introduce a novel spatial and temporal sample distribution scheme that distributes samples in space and time, permitting the human eye to perceive a higher image quality, while using less samples on each frame. Those characteristics make our method practical for use in games and other interactive applications. For cases where quality is more important than speed, like GPU renderers and image manipulation programs, we also present an exact implementation of the EWA filter that smartly uses the underlying bilinear filtering hardware to gain a significant speedup.