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Advanced virtual texture topics

Published: 11 August 2008 Publication History

Abstract

A virtual texture is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory. This functionality is already accessible with the efficient pixel shader capabilities available on the recent generations of commodity GPUs. In this chapter we will be discussing technical implications on engine design due to virtual textures use, content creation issues, results, performance and image quality. We will also cover several practical examples to highlight the challenges and to offer solutions. These include texture filtering, block compression, float precision, disk streaming, UV borders, mip-map generation, LOD selection and more.

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cover image ACM Conferences
SIGGRAPH '08: ACM SIGGRAPH 2008 Games
August 2008
5354 pages
ISBN:9781450378499
DOI:10.1145/1404435
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 11 August 2008

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  • (2024)A Virtual Texture Technology Realized on Low Computational Power Platforms2024 11th International Conference on Dependable Systems and Their Applications (DSA)10.1109/DSA63982.2024.00050(324-330)Online publication date: 2-Nov-2024
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