DocumentCode :
1063424
Title :
The truth about texture mapping
Author :
Blinn, James F.
Volume :
10
Issue :
2
fYear :
1990
fDate :
3/1/1990 12:00:00 AM
Firstpage :
78
Lastpage :
83
Abstract :
The author describes how the unique configuration of the planet Uranus influenced him to take a close look at how the layout of a texture map in memory affects the performance of the rendering algorithm. A planet rendering program that calculates, for each occupied pixel on the screen, the latitude and longitude visible at that pixel, is described. It uses this latitude and longitude to index into a texture map to get a surface color. The actual texture color comes from bilinearly interpolating the texture colors at the four texture map pixels that surround that latitude and longitude. This, along with the shading calculations, gives the net color of the pixel. The use of virtual memory, handling page faults, tiling, and address generation are considered.<>
Keywords :
computer graphics; address generation; bilinearly interpolating; page faults; planet Uranus; rendering algorithm; texture color; texture mapping; tiling; virtual memory; Application software; Art; Brightness; Computer graphics; Interpolation; Layout; Planets; Random access memory; Read-write memory; Surface texture;
fLanguage :
English
Journal_Title :
Computer Graphics and Applications, IEEE
Publisher :
ieee
ISSN :
0272-1716
Type :
jour
DOI :
10.1109/38.50676
Filename :
50676
Link To Document :
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