A Computational Approach to Edge Detection
IEEE Transactions on Pattern Analysis and Machine Intelligence
IEEE Computer Graphics and Applications
Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Scale-dependent reproduction of pen-and-ink illustrations
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Resolution independent curve rendering using programmable graphics hardware
ACM SIGGRAPH 2005 Papers
High-performance architecture for anisotropic filtering
Journal of Systems Architecture: the EUROMICRO Journal
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2006 Papers
Efficient magnification of bi-level textures
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Editing Soft Shadows in a Digital Photograph
IEEE Computer Graphics and Applications
Isocube: Exploiting the Cubemap Hardware
IEEE Transactions on Visualization and Computer Graphics
Improved alpha-tested magnification for vector textures and special effects
ACM SIGGRAPH 2007 courses
Resolution-matched shadow maps
ACM Transactions on Graphics (TOG)
IStar: A Raster Representation for Scalable Image and Volume Data
IEEE Transactions on Visualization and Computer Graphics
Real-time rendering of textures with feature curves
ACM Transactions on Graphics (TOG)
Precise vector textures for real-time 3D rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Random-access rendering of general vector graphics
ACM SIGGRAPH Asia 2008 papers
Proceedings of the Conference on High Performance Graphics 2009
A directionally adaptive edge anti-aliasing filter
Proceedings of the Conference on High Performance Graphics 2009
Rendering surface details with diffusion curves
ACM SIGGRAPH Asia 2009 papers
Technical Section: Hyper-Resolution: Image detail reconstruction through parametric edges
Computers and Graphics
ACM SIGGRAPH ASIA 2009 Courses
ACM SIGGRAPH 2010 papers
Technical Section: Real-time path-based surface detail
Computers and Graphics
MIP-Guided vascular image visualization with multi-dimensional transfer function
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Compressive rendering of multidimensional scenes
Proceedings of the 2010 international conference on Video Processing and Computational Video
Diffusion curve textures for resolution independent texture mapping
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Split-voxel: a simple discontinuity-preserving voxel representation for volume rendering
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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Texture mapping is a simple way of increasing visual realism without adding geometrical complexity. Because it is a discrete process, it is important to properly filter samples when the sampling rate of the texture differs from that of the final image. This is particularly problematic when the texture is magnified or minified. While reasonable approaches exist to tackle the minified case, few options exist for improving the quality of magnified textures in real-time applications. Most simply bilinearly interpolate between samples, yielding exceedingly blurry textures. In this paper, we address the real-time magnification problem by extending the silhouette map algorithm to general texturing. In particular, we discuss the creation of these silmap textures as well as a simple filtering scheme that allows for viewing at all levels of magnification. The technique was implemented on current graphics hardware and our results show that we can achieve a level of visual quality comparable to that of a much larger texture.