Avoiding Texture Seams by Discarding Filter Taps
Authors: Robert Toth
Intel Corporation

Editor: Stephen Hill
Ubisoft
Editor-in-Chief: Morgan McGuire
NVIDIA & Williams College

Abstract

Mapping textures to complex objects is a non-trivial task. It is often desirable or even necessary to map separate textures to different parts of an object, but it may be difficult to obtain high-quality texture filtering across the seams where textures meet. Existing real-time methods either require significant amounts of memory, prohibit use of wide texture filters, or have a high complexity. In this paper, we present a new method for sampling textures which is surprisingly simple, does not require padding, and results in high image quality. The method discards filter taps that extend beyond the texture boundary and relies on multisample antialiasing in order to produce good image quality. Our method is suitable for real-time implementations of rectangular-chart-based assets, such as per-patch texturing (e.g. Ptex).


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Citation: Robert Toth, Avoiding Texture Seams by Discarding Filter Taps, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 2, 91-104, 2013 Available online http://jcgt.org/published/0002/02/07/

Copyright: © 2013 Toth

Received: 2013-03-17; Recommended: 2013-06-01; Published: 2013-12-06