“Texture-size-independent address translation for virtual texturing” by Hollemeersch, Pieters, Demeulemeester, Lambert and Van de Walle

  • ©Charles-Frederik Hollemeersch, Bart Pieters, Aljosha Demeulemeester, Peter Lambert, and Rik Van de Walle




    Texture-size-independent address translation for virtual texturing



    Virtual texturing (VT) is a promising technique to increase texture resolution and uniqueness in real-time applications such as GIS and games. VT manages large texture data sets by splitting the texture data into smaller tiles and assigning a unique address to every tile. Only the visible subset of these tiles is then kept in graphics memory. Any newly-visible tiles are loaded on-demand from disc. Several recent games such as id Software’s Rage and Splash Damage’s Brink have used VT to manage their texture data at run-time.


    1. Hollemeersch, C., Pieters, B., Lambert, P., and Van de Walle, R. 2010. Accelerating virtual texturing using cuda. In Gpu Pro: Advanced Rendering Techniques. ch. 10.2, 623–641.
    2. Sugden, B., and Iwanicki, M. 2011. Mega meshes: Modelling, rendering and lighting a world made of 100 billion polygons. In Game Developers Conference 2011.
    3. van Waveren, J.-P. 2009. id tech 5 challenges. In SIGGRAPH 2009 Beyond Programmable Shading Course Notes.

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