Space-Optimized Texture Atlases for 3D Scenes with Per-polygon Textures
Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this pa...
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Published in | 2010 18th Pacific Conference on Computer Graphics and Applications pp. 14 - 23 |
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Main Authors | , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
01.09.2010
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Abstract | Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this paper we present a perception-based scheme for generating space-optimized texture atlases from 3D scenes with per-polygon textures. Key elements of our approach include the use of perceptual metrics to allocate texture space in accordance to the visual content of each chart, a joint encoding of chart size and position coordinates to provide within-chart tiling support with no space overhead, and a packing strategy achieving full occupancy of the texture atlas. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model. Our scheme significantly decreases texture memory usage and provides dramatic speed-up factors without noticeable loss in visual quality. |
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AbstractList | Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this paper we present a perception-based scheme for generating space-optimized texture atlases from 3D scenes with per-polygon textures. Key elements of our approach include the use of perceptual metrics to allocate texture space in accordance to the visual content of each chart, a joint encoding of chart size and position coordinates to provide within-chart tiling support with no space overhead, and a packing strategy achieving full occupancy of the texture atlas. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model. Our scheme significantly decreases texture memory usage and provides dramatic speed-up factors without noticeable loss in visual quality. |
Author | Andujar, Carlos Martinez, Jonas |
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Snippet | Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture... |
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SubjectTerms | Frequency domain analysis Image coding Mesh generation Rendering (computer graphics) Surface texture texture optimization texture packing texture wrapping Three dimensional displays urban rendering |
Title | Space-Optimized Texture Atlases for 3D Scenes with Per-polygon Textures |
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