High Performance Interactive Painting On The GPU
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Dur- ing the texture synthesis process, we store an additional set of texture coordinates at each vertex for blending with the texture across the edge opposite to the vertex.. We end
In our tests with time de- pendent data we found out that the performance of transfer- ring 3D texture bricks via AGP is about a factor of 10 lower compared to 2D texture
As in standard texture mapping, the texture value at a point p is reconstructed using bilinear interpolation of nearby texture samples.. However, in FBTs, only reachable samples
Even on X800, however, the new 2D texture-based method outperforms the 3D texture-based method, i.e., the benefit of fast read and write access to 2D texture outweighs the ad-
In combination with several hardware acceleration techniques, our approach achieves a reduction in texture memory requirements by one order of magnitude; in addition, it is now
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We present an interactive texture painting system that allows the user to author digital images by painting with a palette of input textures.. At the core of our system is
Although the number of texture requests satisfied in a given frame scales roughly linearly with the number of tex- ture generation threads, interactive performance does not im-