IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
A new simple and efficient antialiasing with subpixel masks
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fast Division Using Accurate Quotient Approximations to Reduce the Number of Iterations
IEEE Transactions on Computers - Special issue on computer arithmetic
Unsolved problems and opportunities for high-quality, high-performance 3D graphics on a PC platform
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Feline: fast elliptical lines for anisotropic texture mapping
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Texture potential MIP mapping, a new high-quality texture antialiasing algorithm
ACM Transactions on Graphics (TOG)
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
Fundamentals of Texture Mapping and Image Warping
Fundamentals of Texture Mapping and Image Warping
High-performance architecture for anisotropic filtering
Journal of Systems Architecture: the EUROMICRO Journal
High quality elliptical texture filtering on GPU
I3D '11 Symposium on Interactive 3D Graphics and Games
Hybrid triangle-based sub-texel precision anisotropic filtering for mobile devices
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Motion blur for textures by means of anisotropic filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Tri-linear filtering of the mip-mapped texture has been popular as a texture filtering method but it blurs images on the surface of objects angled obliquely away from the viewer in a scene. Various anisotropic filtering methods like footprint assembly, Feline, and fast footprint mip-mapping have been proposed to satisfy the desire for the high quality image [7].In spite of the increase of the memory bandwidth, the memory bandwidth limit is still the bottleneck of the texture filtering hardware. Moreover, it is very important to keep the quality of rendered image good. In this paper, we propose Sub-texel Precision Anisotropic Filtering (SPAF) which filters texels in a region that covers a quadrilateral footprint with the weights. The weight plays a key role in effective filtering to render the image of high quality with the restricted number of texels loaded from memory for real-time filtering. First, the area coverage based texel filtering scheme is introduced to obtain the footprint's coverage for each texel on the sub-texel precision leading to the small weight table size. Second, the Gaussian weight is applied to this footprint's coverage for each texel to reduce the artifacts. Therefore, the quality of rendered images is superior to other anisotropic filtering methods in the same restricted number of texels. And the size of this weight table is several hundred KBytes which is much smaller than fast footprint mip-mapping. This small ROM table size enables the SPAF to be implemented at feasible hardware costs.