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Advanced virtual texture topics
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ACM SIGGRAPH 2008 classes table of contents
Los Angeles, California
SESSION: Advances in real-time rendering in 3D graphics and games table of contents
Pages: 23-51  
Year of Publication: 2008
Authors
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 21,   Downloads (12 Months): 219,   Citation Count: 1
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ABSTRACT

A virtual texture is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory. This functionality is already accessible with the efficient pixel shader capabilities available on the recent generations of commodity GPUs. In this chapter we will be discussing technical implications on engine design due to virtual textures use, content creation issues, results, performance and image quality. We will also cover several practical examples to highlight the challenges and to offer solutions. These include texture filtering, block compression, float precision, disk streaming, UV borders, mip-map generation, LOD selection and more.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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{Andersson07} Andersson, J. 2007. Terrain Rendering in Frostbite using Procedural Shader Splatting, Advanced Real-Time Rendering in 3D Graphics and Game, Course 28, Siggraph 2007, San Diego, CA. http://ati.amd.com/developer/gdc/2007/Andersson-TerrainRendering(Siggraph07).pdf
 
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{Baker05} Baker, D. 2005. Advanced Lighting Techniques, Meltdown, Seattle 2005. http://www.slideshare.net/mobius.cn/advanced-lighting-techniques-dan-baker-meltdown-2005
 
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{Barrett08} Barrett, S. 2008. Sparse Virtual Texture Memory, Game Developer Conference, San Francisco, CA. http://silverspaceship.com/src/svt
 
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{Bloom00} Bloom, C. 2000. Terrain Texture Compositing by Blending in the Frame-Buffer, http://cbloom.com/3d/techdocs/splatting.txt
 
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{BrunetonNeyret08} Bruneton, E. and Neyret, F. 2008. Real-time rendering and editing of vector-based terrains, In Proceedings of Eurographics 2008, Vol. 27, Num. 2, http://www-evasion.imag.fr/Publications/2008/BN08/article.pdf
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{Dachsbacher06} Dachsbacher, C. 2006.Cached Procedural Textures for Terrain Rendering, ShaderX4: Advanced Rendering Techniques, Engel, W. (Editor), Charles River Media, Cambridge, MA.
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{Guan07} Guan, S.-H. 2007. Reyes and Shader Pipeline, http://www.scribd.com/doc/7346/Reyes-and-Shader-Pipeline
 
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{Glanville04} Glanville, R. S. 2004. Texture Bombing, in GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, Fernando, R. (Editor), Addison-Wesley, April 2004. http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch20.html
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{Lloyd05} Lloyd, B., Yoon, S., Tuft, D. and Manocha, D. 2005. Subdivided Shadow Maps, Technical Report TR05-024, University of North Carolina at Chapel Hill, http://gamma.cs.unc.edu/ssm/ssm_TR05-024.pdf
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{Farin02} Farin, G., Femiani, J., and Razdan, A. 2002. Parametrizing Triangulated Meshes, Seminar, PRISM RA, 2002. http://prism.asu.edu/publications/pr_list_details.php?ref_num=117
 
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{IDTECH507} id Software Debuts id Tech 5 Press Release, 2007 http://www.idsoftware.com/business/press/index.php?date=20070611000000
 
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{NVidia04} NVIDIA Whitepaper, 2004. Improve Batching Using Texture Atlases http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/Direct3D9/src/BatchingViaTextureAtlases/AtlasCreationTool/Docs/Batching_Via_Texture_Atlases.pdf
 
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{Ephanov06} Ephanov, A. and Coleman, C. 2006. Virtual Texture: A Large Area Raster Resource for the GPU, http://www.multigen-paradigm.com/pdf_content/2006IITSEC_VTPaper_2.pdf
 
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{LHN04} Lefebvre, S., Hornus, S. and Neyret, F. 2004. All-Purpose Texture Sprites, ftp://ftp.inria.fr/INRIA/publication/publi-pdf/RR/RR-5209.pdf
 
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{LDN04B} Lefebvre, S., Darbon, J. and Neyret, F., 2004. Unified Texture Management for Arbitrary Meshes, Technical Report RR5210-, INRIA, Number RR5210, May 2004, http://www-evasion.imag.fr/Publications/2004/LDN04/RR-5210.pdf
 
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{Lefohn03} Lefohn, A. 2003. Dynamic Volume Computation and Visualization on the GPU, http://www.vis.uni-stuttgart.de/vis03_tutorial/lefohn.pdf
 
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{Noguchi08} Noguchi, M. 2008. Running Halo 3 Without a Hard Drive, Presentation http://www.bungie.net/images/Inside/publications/presentations/Loading_done_gdc_2008.pptx
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{Waveren06B} J. M. P. van Waveren, 2006. Real-Time Texture Streaming & Decompression, http://softwarecommunity.intel.com/articles/eng/1221.htm
 
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{Woodard05} Woodard, T. 2005. Real-time GPU-based texture Synthesis, In proceedings of IMAGE 2005, http://www.diamondvisionics.com/docs/Real-time%20GPU-based%20Texture%20Synthesis.pdf


Collaborative Colleagues:
Martin Mittring: colleagues
Crytek GmbH: colleagues