Mesh color textures

Cem Yuksel
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引用次数: 17

Abstract

The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies lead some graphics applications to adapt alternative techniques that directly address these problems, such as mesh colors. However, alternatives to texture mapping introduce run-time cost that contradicts with the performance constraints of real-time graphics applications. In this paper we introduce mesh color textures that offer all benefits of mesh colors to real-time graphics applications with strict performance constraints. Mesh color textures convert the mesh color data to a format that can be efficiently used by the texture filtering hardware on current GPUs. Utilizing a novel 4D texture coordinate formulation, mesh color textures can provide correct filtering for all mipmap levels and eliminate artifacts due to seams. We show that mesh color textures introduce negligible run-time cost with no discontinuity in texture filtering. We also discuss potential future modifications to graphics hardware and API that would further simplify the use of mesh color textures in real-time graphics applications.
网格颜色纹理
纹理映射的基本限制一直是计算机图形学中一个长期存在的问题。定义和维护纹理坐标以及引入各种过滤不一致的接缝的成本导致一些图形应用程序采用替代技术来直接解决这些问题,例如网格颜色。然而,纹理映射的替代方案引入了运行时成本,这与实时图形应用程序的性能限制相矛盾。在本文中,我们介绍了网格颜色纹理,为具有严格性能限制的实时图形应用提供网格颜色的所有优点。网格颜色纹理将网格颜色数据转换为当前gpu上纹理过滤硬件可以有效使用的格式。利用新颖的4D纹理坐标公式,网格颜色纹理可以为所有mipmap级别提供正确的过滤,并消除由于接缝而产生的伪影。我们证明了网格颜色纹理在纹理滤波中引入的运行时间开销可以忽略不计,并且没有间断。我们还讨论了未来对图形硬件和API的潜在修改,这些修改将进一步简化实时图形应用程序中网格颜色纹理的使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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