“Tile-Based Texture Mapping on Graphics Hardware”

  • ©Li-Yi Wei

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Title:

    Tile-Based Texture Mapping on Graphics Hardware

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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.

References:


    {BAC96} Beers A. C., Agrawala M., Chaddha N.: Rendering from compressed textures. In Proceedings of SIGGRAPH 1996 (1996), pp. 373–378.
    {BFGS03} Bolz J., Farmer I., Grinspun E., Schröder P.: Sparse matrix solvers on the gpu: Conjugate gradients and multigrid. ACM Transactions on Graphics 22, 3 (July 2003), 917–924.
    {CSHD03} Cohen M. F., Shade J., Hiller S., Deussen O.: Wang tiles for image and texture generation. ACM Transactions on Graphics 22, 3 (July 2003), 287–294.


Acknowledgements:


    I would like to thank Chung-Hui Chao for improving the writing style of this paper.


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