Virtual Texture Mapping 101

Matthäus Chajdas 1, 2 Christian Eisenacher 2 Sylvain Lefebvre 1, 3
1 REVES - Rendering and virtual environments with sound
CRISAM - Inria Sophia Antipolis - Méditerranée
3 ALICE - Geometry and Lighting
INRIA Lorraine, LORIA - Laboratoire Lorrain de Recherche en Informatique et ses Applications
Abstract : Modern games and applications use large amounts of texture data; the number and the resolution of textures also continues to grow quickly. However, the amount of available graphics memory is not growing at the same pace and, in addition to textures, GPU memory is also used for complex post-processing effects and lighting calculations. Virtual Texture Mapping (VTM) is a technique to reduce the amount of graphics memory required for textures to a point where it is only dependent on the screen resolution: for a given viewpoint we only keep the visible parts of the textures in graphics memory, at the appropriate MIP map level. In this chapter, we investigate how to implement a fully functional VTM system.
Type de document :
Chapitre d'ouvrage
Wolfgang Engel. GPU Pro, AK Peters, 2010, 978-1-56881-472-8
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https://hal.inria.fr/inria-00601729
Contributeur : Sylvain Lefebvre <>
Soumis le : lundi 20 juin 2011 - 13:05:17
Dernière modification le : samedi 27 janvier 2018 - 01:30:57

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  • HAL Id : inria-00601729, version 1

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Matthäus Chajdas, Christian Eisenacher, Sylvain Lefebvre. Virtual Texture Mapping 101. Wolfgang Engel. GPU Pro, AK Peters, 2010, 978-1-56881-472-8. 〈inria-00601729〉

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