Tile-based texture mapping on graphics hardware

Li-Yi Wei
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引用次数: 109

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.
基于贴图的纹理映射在图形硬件上
纹理映射已经成为商品图形硬件的基本特性。然而,纹理映射的一个关键挑战是如何在图形处理器上存储和管理大型纹理。在本文中,我们提出了一种基于贴图的纹理映射算法,通过该算法我们只需要物理存储一小组纹理贴图而不是大量纹理。我们的算法生成一个任意大且非周期性的虚拟纹理图fròm,这是一小组存储的纹理贴图。因为我们只需要存储一小组贴图,所以无论虚拟纹理的大小如何,它都将存储需求最小化为一个小常量。此外,这些贴图被生成并打包成单个纹理图,这样,这个打包纹理图的硬件过滤直接对应于虚拟纹理的过滤。我们将算法作为片段程序实现,并在最新的图形处理器上演示了性能。
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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