Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Adaptive precision in texture mapping
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
FBRAM: a new form of memory optimized for 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Digital Image Restoration
Eliminating the Z-Buffer bottleneck
EDTC '95 Proceedings of the 1995 European conference on Design and Test
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Color image quantization for frame buffer display
SIGGRAPH '82 Proceedings of the 9th 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
High quality rendering using the Talisman architecture
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The setup for triangle rasterization
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory bandwidth requirements on the graphics system. Tight cost frames in the industry in conjunction with ever increasing user expectations make the design of a powerful texture mapping unit a difficult task. To meet these requirements we follow two different approaches. On the technology side, we observe a rapidly emerging technology which offers the combination of enormous transfer rates and computing power: logic-embedded memories. On the algorithmic side, a common way to reduce data traffic is image compression. Its application to texture mapping, however, is difficult since the decompression must be done at pixel frequency. In this work we will focus on the latter approach, describing the use of a specific compression scheme for texture mapping. It allows the use of a very simple and fast decompression hardware, bringing high performance texture mapping to low-cost systems.