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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (HWWS '01)
  2. SPAF: sub-texel precision anisotropic filtering
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High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Fast volumetric deformation on general purpose hardware
Watertight tessellation using forward differencing
Hardware support for adaptive subdivision surface rendering
Hardware support for non-photorealistic rendering
Compiling to a VLIW fragment pipeline
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
R-buffer: a pointerless A-buffer hardware architecture
Quasi-linear depth buffers with variable resolution
Perlin noise pixel shaders
Vertex-based anisotropic texturing
SPAF: sub-texel precision anisotropic filtering
Real-time bump map synthesis

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SPAF: sub-texel precision anisotropic filtering

Content Provider ACM Digital Library
Author Shin, Hyun-Chul Kim, Lee-Sup Lee, Jin-Aeon
Abstract Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Tri-linear filtering of the mip-mapped texture has been popular as a texture filtering method but it blurs images on the surface of objects angled obliquely away from the viewer in a scene. Various anisotropic filtering methods like footprint assembly, Feline, and fast footprint mip-mapping have been proposed to satisfy the desire for the high quality image [7].In spite of the increase of the memory bandwidth, the memory bandwidth limit is still the bottleneck of the texture filtering hardware. Moreover, it is very important to keep the quality of rendered image good. In this paper, we propose Sub-texel Precision Anisotropic Filtering (SPAF) which filters texels in a region that covers a quadrilateral footprint with the weights. The weight plays a key role in effective filtering to render the image of high quality with the restricted number of texels loaded from memory for real-time filtering. First, the area coverage based texel filtering scheme is introduced to obtain the footprint's coverage for each texel on the sub-texel precision leading to the small weight table size. Second, the Gaussian weight is applied to this footprint's coverage for each texel to reduce the artifacts. Therefore, the quality of rendered images is superior to other anisotropic filtering methods in the same restricted number of texels. And the size of this weight table is several hundred KBytes which is much smaller than fast footprint mip-mapping. This small ROM table size enables the SPAF to be implemented at feasible hardware costs.
Starting Page 99
Ending Page 108
Page Count 10
File Format PDF
ISBN 158113407X
DOI 10.1145/383507.383533
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2001-08-01
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Antialiasing Anisotropic filtering Texture mapping
Content Type Text
Resource Type Article
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