SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The visible differences predictor: an algorithm for the assessment of image fidelity
Digital images and human vision
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A perceptually based adaptive sampling algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interactive display of very large textures
Proceedings of the conference on Visualization '98
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time rendering
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
Perception, attention, and resources: a decision-theoretic approach to graphics rendering
UAI'97 Proceedings of the Thirteenth conference on Uncertainty in artificial intelligence
Perceptually-informed accelerated rendering of high quality walkthrough sequences
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a new software texture caching algorithm that optimizes the use of texture memory in current graphics hardware by dynamically allocating more memory to the textures that have the greatest visual importance in the scene. The algorithm employs a resource allocation scheme that decides which resolution to use for each texture in board memory. The allocation scheme estimates the visual importance of textures using a perceptually-based metric that takes into account view point and vertex illumination as well as texture contrast and frequency content. This approach provides high frame rates while maximizing image quality.