Download BibTeX-Entry
@mastersthesis\{Mayer-2010-VT,
title = "Virtual Texturing",
author = "Albert Julian Mayer",
year = "2010",
abstract = "Virtual texturing (as presented by Mittring in ’Advanced
Virtual Texture Topics’ and in distinction to
clipmap-style systems, to which this term is also applied)
is a solution to the problem of real-time rendering of
scenes with vast amounts of texture data which does not fit
into graphics or main memory. Virtual texturing works by
preprocessing the aggregate texture data into equally-sized
tiles and determining the necessary tiles for rendering
before each frame. These tiles are then streamed to the
graphics card and rendering is performed with a special
virtual texturing fragment shader that does texture
coordinate adjustments to sample from the tile storage
texture. A thorough description of virtual texturing and
related topics is given, along with an examination of
specific challenges including preprocessing, visible tile
determination, texture filtering, tile importance metrics
and many more. Tile determination in view space is examined
in detail and an implementation for compressing the
resulting buffer in OpenCL is presented. Rendering with
correct texture filtering from a texture which contains
de-correlated texture tiles is attained by using tile
borders with specific coordinate adjustment and gradient
correction in the fragment shader. A sample implementation
is described and serves to provide results concerning
performance and correctness with different settings and
architecture choices. Integration into Open Scene Graph for
usage within a hybrid point-cloud / polygonal renderer
enables rendering of high resolution paintings within
catacombs modeled with point clouds. Another application is
presented, the real-time display of a highly detailed model
of New York with more than 60 GB textures. Quantitative
analysis reveals that frame-rates above 200 FPS are
attainable on complex scenes with multi-million polygons
even with outdated hardware. At the same time quality
remains high, results indicate that ”fallbacks”, that
occur when a needed texture tile is not ready in time, occur
only for 0.01% of the pixels on average. These results show
that virtual texturing can be a competitive solution for
games, scientific and industrial applications, allowing for
real-time rendering of scenes that could not be displayed
previously, while maintaining acceptable visual quality.",
address = "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
school = "Institute of Computer Graphics and Algorithms, Vienna
University of Technology",
month = oct,
URL = "http://www.cg.tuwien.ac.at/research/publications/2010/Mayer-2010-VT/",
}
|