Infinite Resolution Textures
dc.contributor.author | Reshetov, Alexander | en_US |
dc.contributor.author | Luebke, David | en_US |
dc.contributor.editor | Ulf Assarsson and Warren Hunt | en_US |
dc.date.accessioned | 2016-06-17T14:08:28Z | |
dc.date.available | 2016-06-17T14:08:28Z | |
dc.date.issued | 2016 | en_US |
dc.description.abstract | We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract curved silhouette edges from the underlying images. These edges are used to adjust the texture coordinates of the requested samples during magnification. The original image is then sampled-only once!-with the modified coordinates. The new technique provides a resolution-independent image representation capable of billions of texels per second on a mid-range graphics card. | en_US |
dc.description.sectionheaders | Textures and Shading | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.identifier.doi | 10.2312/hpg.20161200 | en_US |
dc.identifier.isbn | 978-3-03868-008-6 | en_US |
dc.identifier.issn | 2079-8679 | en_US |
dc.identifier.pages | 139-150 | en_US |
dc.identifier.uri | https://doi.org/10.2312/hpg.20161200 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computer Graphics [I.3.3] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.subject | Computer Graphics [I.3.3] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Antialiasing | en_US |
dc.subject | Image Processing and Computer Vision [I.4.3] | en_US |
dc.subject | Enhancement | en_US |
dc.subject | Sharpening and deblurring | en_US |
dc.title | Infinite Resolution Textures | en_US |
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