Practical line rasterization for multi-resolution textures

Javier Taibo, Alberto Jaspe-Villanueva, Antonio Seoane, Marco Agus, and Luis Hernandez

Smart Tools and Applications for Graphics, STAG'14 5 citations

Practical line rasterization for multi-resolution textures teaser

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@inproceedings{Taibo:2014:PLR,
 author = {Javier Taibo and Alberto Jaspe-Villanueva and Antonio Seoane and Marco Agus and Luis Hernandez},
 title = {Practical line rasterization for multi-resolution textures},
 booktitle = {Proc. Smart Tools and Apps for Graphics (STAG)},
 pages = {9--18},
 month = {September},
 year = {2014},
 url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Taibo:2014:PLR'},
 }

Abstract

Draping 2D vectorial information over a 3D terrain elevation model is usually performed by real-time rendering to texture. In the case of linear feature representation, there are several specific problems using the texturing approach, especially when using multi-resolution textures. These problems are related to visual quality, aliasing artifacts and rendering performance. In this paper, we address the problems of 2D line rasterization on a multi-resolution texturing engine from a pragmatic point of view; some alternative solutions are presented, compared and evaluated. For each solution we have analyzed the visual quality, the impact on the rendering performance and the memory consumption. The study performed in this work is based on an OpenGL implementation of a clipmap-based multi-resolution texturing system, and is oriented towards the use of inexpensive consumer graphics hardware.