快速占用MIPmapping

Tobias Hüttner, W. Straßer
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引用次数: 21

摘要

Tobias Hiittner, Wolfgang Strafier WSI/GRIS, Tiibingen大学将纹理映射到计算机生成对象的表面上是一种大大提高其外观真实感的技术。本文提出了一种高效快速的纹理滤波方法,以防止纹理映射过程中的混叠现象。这种方法称为快速足迹MIPmapping,非常灵活,可以适应图形系统的内部带宽。它采用了现有的三线性MIPmap实现的预滤波MIPmap数据结构,但以更优的方式利用了从纹理存储器中获取的纹理。此外,与三线性MIPmapping一样,快速占用MIPmapping可以很容易地在硬件上实现。与经典的三线性MIPmapping相比,每个纹理像素仅获取8个纹理就足以实现显著的改进。CR分类:I.3[1.3.3图片/图像生成]:抗锯齿-位图和帧缓冲操作;rewing算法I.3[1.3.7三维图形和现实主义]:颜色,阴影,阴影和纹理
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Fast footprint MIPmapping
Fast Footprint MlPmapping Tobias Hiittner, Wolfgang Strafier WSI/GRIS, University of Tiibingen 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. CR Categories: I.3 [1.3.3 Picture/Image Generation]: Antialiasing-Bitmap and framebuffer operationsVrewing algorithms I.3 [1.3.7 Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and texture
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