IEEE Computer Graphics and Applications
Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Reflection vector shading hardware
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Equidistribution on the Sphere
SIAM Journal on Scientific Computing
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A low distortion map between disk and square
Journal of Graphics Tools
Feline: fast elliptical lines for anisotropic texture mapping
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Resample hardware for 3D graphics
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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
Spherical parametrization and remeshing
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Simple blurry reflections with environment maps
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Angular extent filtering with edge fixup for seamless cubemap filtering
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
New edge-directed interpolation
IEEE Transactions on Image Processing
Adaptively quadratic (AQua) image interpolation
IEEE Transactions on Image Processing
Spherical Q2-tree for sampling dynamic environment sequences
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Metric-aware processing of spherical imagery
ACM SIGGRAPH Asia 2010 papers
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This paper proposes a novel six-face spherical map, isocube, that fully utilizes the cubemap hardware built in most GPUs. Unlike the cubemap, the proposed isocube uniformly samples the unit sphere (uniformly distributed), and all samples span the same solid angle (equally important). Its mapping computation contains only a small overhead. By feeding the cubemap hardware with the six-face isocube map, the isocube can exploit all built-in texturing operators tailored for the cubemap and achieve a very high frame rate. In addition, we develop an anisotropic filtering that compensates aliasing artifacts due to texture magnification. This filtering technique extends the existing hardware anisotropic filtering and can be applied not only to the proposed isocube, but also to other texture mapping applications.