Vertex-based Anisotropic Texturing

dc.contributor.authorOlano, Marcen_US
dc.contributor.authorMukherjee, Shrijeeten_US
dc.contributor.authorDorbie, Angusen_US
dc.contributor.editorKurt Akeley and Ulrich Neumannen_US
dc.date.accessioned2013-10-28T09:58:50Z
dc.date.available2013-10-28T09:58:50Z
dc.date.issued2001en_US
dc.description.abstractMIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring by allowing differing degrees of filtering in different directions, but is not as common in hardware due to the implementation complexity of current techniques. We present a new algorithm that enables anisotropic texturing on any current MIP map graphics hardware supporting MIP level biasing, available in OpenGL 7.2 or through the GLEXT-texture-lod-bias or GL-SGIX-texture-lod-bias OpenGL extensions. The new algorithm computes anisotropic filter footprint parameters per vertex. It constructs the anisotropic filter out of several MIP map texturing passes or multitexture lookups. Each lookup uses MIP level bias and perturbed texture coordinates to place one probe used to construct the more complex filter profile.en_US
dc.description.seriesinformationEurographics/SIGGRAPH Graphics Hardware Workshop 2001en_US
dc.identifier.isbn158113407Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH01/095-098en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics)en_US
dc.subjectPicture/Image generationen_US
dc.subjectDisplay algorithmsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowing and texture.en_US
dc.titleVertex-based Anisotropic Texturingen_US
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