补丁纹理:网格颜色的硬件实现

Ian Mallett, Larry Seiler, Cem Yuksel
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引用次数: 9

摘要

网格颜色提供了标准纹理映射的有效替代方案。它们通过消除定义映射和消除由于接缝而产生的渲染工件的需要,显著地简化了资产生产管道。本文解决了由于缺乏硬件支持,使用网格颜色进行实时渲染并不实际的问题。我们表明,通过引入一种硬件友好的网格颜色表示,我们称之为补丁纹理,可以在对现有gpu进行最小更改的情况下,为网格颜色提供完整的硬件纹理过滤支持。我们讨论了存储和过滤补丁纹理所需的硬件修改。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Patch textures: hardware implementation of mesh colors
Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This paper addresses the problem that using mesh colors for real-time rendering has not been practical, due to the absence of hardware support. We show that it is possible to provide full hardware texture filtering support for mesh colors with minimal changes to existing GPUs by introducing a hardware-friendly representation for mesh colors that we call patch textures. We discuss the hardware modifications needed for storing and filtering patch textures.
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