Hardware accelerated mesh colors
Cem Yuksel
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016, pp. 195--195.
Abstract: Texture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts.
@inproceedings{10.1145-2856400.2876017,
author = {Cem Yuksel},
title = {Hardware accelerated mesh colors},
booktitle = {Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
pages = {195--195},
year = {2016},
}
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