Anisotropic Filtering for On-the-fly Patch-based Texturing

Nicolas Lutz, B. Sauvage, Frédéric Larue, J. Dischler
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引用次数: 1

Abstract

On-the-fly patch-based texturing consists of choosing at run-time, for several patches within a tileable texture, one random candidate among a pre-computed set of possible contents. This category of methods generates unbounded textures, for which filtering is not straightforward, because the screen pixel footprint may overlap multiple patches in texture space, i.e. different randomly chosen contents. In this paper, we propose a real-time anisotropic filtering which is fully compliant with the standard graphics pipeline. The main idea is to pre-filter the contents independently, store them in an atlas, and combine them at run-time to produce the final pixel color. The patch-map, referencing to which patch belong the fetched texels, requires a specific filtering approach, in order to recover the patches that overlap at low resolutions. In addition, we show how this method can achieve blending at patch boundaries in order to further reduce visible seams, without modification of our filtering algorithm.
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基于补丁的动态纹理的各向异性滤波
基于动态补丁的纹理包括在运行时,对于一个可平铺纹理中的几个补丁,在预先计算的可能内容集中随机选择一个候选。这类方法产生的是无界纹理,对于无界纹理的过滤并不简单,因为屏幕像素占用可能会在纹理空间中重叠多个补丁,即不同的随机选择的内容。在本文中,我们提出了一种完全符合标准图形管道的实时各向异性滤波。其主要思想是独立地预过滤内容,将它们存储在图集中,并在运行时将它们组合以产生最终的像素颜色。为了在低分辨率下恢复重叠的patch, patch-map需要一种特定的过滤方法,以引用获取的texels中的patch属于哪个patch。此外,我们展示了该方法如何在补丁边界实现混合,以进一步减少可见接缝,而无需修改我们的滤波算法。
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