Fast Footprint MlPmapping (English)

In: Graphics Hardware   ;  35-44  ;  1999

How to get this document?

Commercial Copyright fee: €14.50 Basic fee: €4.00 Total price: €18.50
Academic Copyright fee: €4.50 Basic fee: €2.00 Total price: €6.50

Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. In this paper, we describe a new method for efficient and fast texture filtering to prevent aliasing during texture mapping. This method, called Fast Footprint MIPmapping, is very flexible and can be adapted to the internal bandwrdth of a graphrcs system. It adopts the prefiltered MIPmap data structure of currently available trilinear MIPmapping implementatrons, but exploits the texels fetched from texture memory in a more optimal manner. Furthermore, like trilinear MIPmapping, fast footprint MIPmapping can easily be realized in hardware. It is sufficient to fetch only eight texels per textured pixel to achieve a significant improvement over classical trilinear MIPmapping.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
Doggett, Michael / Meißner, Michael / Kanust, Urs | 1999
Hybrid Volume and Polygon Rendering with Cube Hardware
Kreeger, Kevin / Kaufman, Arie | 1999
TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
Knittel, Gunter | 1999
TriangleCaster - Extensions to 3D-Texturing Units For Accelerated Volume Rendering
Knittel, G. / SIGGRAPH / European Association for Computer Graphics | 1999
Fast Footprint MlPmapping
Hüttner, Tobias / Straßer, Wolfgang | 1999
Fast Footprint MIPmapping
Huttner, T. / Strasser, W. / SIGGRAPH / European Association for Computer Graphics | 1999
Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
Hart, John C. / Carr, Nate / Karneya, Masaki / Tibbitts, Stephen A. / Coleman, Terrance J. | 1999
Multiresolution Rendering With Displacement Mapping
Gumhold, Stefan / Hüttner, Tobias | 1999
Optimal Depth Buffer for Low-Cost Graphics Hardware
Lapidous, Eugene / Jiao, Guofang | 1999
Adaptive Hierarchical Visibility in a Tiled Architecture
Xie, Feng / Shantz, Michael | 1999
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
Jouppi, Norman P. / Chang, Chun-Fa | 1999
Parallel Texture Caching
lgehy, Homan / Eldridge, Matthew / Hanrahan, Pat | 1999
Load Balancing for Multi-Projector Rendering Systems
Samanta, Rudrajit / Zheng, Jiannan / Funkhouser, Thomas / Li, Kai / Singh, Jaswinder Pal | 1999
Texture Shaders
McCool, Michael D. / Heidrich, Wolfgang | 1999