{"title":"硬件加速网格颜色","authors":"Cem Yuksel","doi":"10.1145/2856400.2876017","DOIUrl":null,"url":null,"abstract":"Texture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Hardware accelerated mesh colors\",\"authors\":\"Cem Yuksel\",\"doi\":\"10.1145/2856400.2876017\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Texture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts.\",\"PeriodicalId\":207863,\"journal\":{\"name\":\"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-02-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2856400.2876017\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2856400.2876017","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Texture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts.