Tile-based texture mapping on graphics hardware

  • Authors:
  • Li-Yi Wei

  • Affiliations:
  • NVIDIA Corporation

  • Venue:
  • Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
  • Year:
  • 2004

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Abstract

Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a tile-based texture mapping algorithm by which we only have to physically store a small set of texture tiles instead of a large texture. Our algorithm generates an arbitrarily large and non-periodic virtual texture map fròm the small set of stored texture tiles. Because we only have to store a small set of tiles, it minimizes the storage requirement to a small constant, regardless of the size of the virtual texture. In addition, the tiles are generated and packed into a single texture map, so that the hardware filtering of this packed texture map corresponds directly to the filtering of the virtual texture. We implement our algorithm as a fragment program, and demonstrate performance on latest graphics processors.