IEEE Computer Graphics and Applications
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Towards real-time texture synthesis with the jump map
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Texture compression using low-frequency signal modulation
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Linear algebra operators for GPU implementation of numerical algorithms
ACM SIGGRAPH 2003 Papers
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Texture synthesis by fixed neighborhood searching
Texture synthesis by fixed neighborhood searching
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Modified noise for evaluation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
MoXi: real-time ink dispersion in absorbent paper
ACM SIGGRAPH 2005 Papers
Parallel controllable texture synthesis
ACM SIGGRAPH 2005 Papers
High-performance architecture for anisotropic filtering
Journal of Systems Architecture: the EUROMICRO Journal
A procedural object distribution function
ACM Transactions on Graphics (TOG)
Extraction of a representative tile from a near-periodic texture
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
A post-processing decal texture mapping algorithm on graphics hardware
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
An alternative for Wang tiles: colored edges versus colored corners
ACM Transactions on Graphics (TOG)
Tile-based texture mapping on graphics hardware
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Optimized tile-based texture synthesis
GI '07 Proceedings of Graphics Interface 2007
Part IV: runtime texture synthesis
ACM SIGGRAPH 2007 courses
Terrain rendering in frostbite using procedural shader splatting
ACM SIGGRAPH 2007 courses
Parallel white noise generation on a GPU via cryptographic hash
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
Efficient texture synthesis using strict Wang Tiles
Graphical Models
Tile-Based Interactive Texture Design
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Graphical Models
Technical Section: ftc-Floating precision texture compression
Computers and Graphics
Feature-based probabilistic texture blending with feature variations for terrains
Computer Animation and Virtual Worlds
Semi-stochastic tilings for example-based texture synthesis
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Texture tiling on arbitrary topological surfaces using wang tiles
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Simple and efficient example-based texture synthesis using tiling and deformation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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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.