Infinite Resolution Textures

"Infinite Resolution Textures"
Alexander Reshetov (NVIDIA), David Luebke (NVIDIA), in Proceedings of High Performance Graphics 2016, June 2016
Research Area: 3D Graphics
Algorithms & Numerical Techniques
Author(s): Alexander Reshetov (NVIDIA), David Luebke (NVIDIA)
Date: June 2016
ACM Digital Library
Abstract: We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract curved silhouette edges from the underlying images. These edges are used to adjust the texture coordinates of the requested samples during magnification. The original image is then sampled -- only once! -- with the modified coordinates. The new technique provides a resolution-independent image representation capable of billions of texels per second on a mid-range graphics card.