A nonaliasing, real-time spatial transform technique
IEEE Computer Graphics and Applications
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
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
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Texture potential MIP mapping, a new high-quality texture antialiasing algorithm
Theoretical Computer Science
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Multirate Digital Signal Processing
Multirate Digital Signal Processing
Digital Image Warping
IEEE Computer Graphics and Applications
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
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Isocube: Exploiting the Cubemap Hardware
IEEE Transactions on Visualization and Computer Graphics
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
Proceedings of the Conference on High Performance Graphics 2009
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Texture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for two-pass forward texture mapping that is suited to an efficient hardware implementation. This method delivers high quality anti-aliased images using filter techniques based on digital signal processing. We use an input sample driven texture resample and filtering algorithm that "splats" the contribution of each input sample (texel) to output samples (pixels). We show how the algorithm can be efficiently implemented in a hardware resample structure. The algorithm is incorporated and tested in a standard 3D graphics pipeline using the OpenGL interface. Our results exhibit better anti-aliasing of textures than anisotropic filtering found in current advanced graphics chips. We also show that the same texture filtering method can be used to implement edge anti-aliasing. Our edge anti-aliasing results show an absence of aliasing on most edges.