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Implementing virtual texturing
2010 (English)Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

With increasing demands for better graphics quality in today's video game industry the game developers are constantly tackling new challenges to satisfy the gamers needs. With limitations on today's hardware the challenge lies in developing different methods to conquer these limitations. When it comes to texturing a 3D object one problem that arises is how we render an object that uses a texture which is too large to fit inside the video memory. This report describes the implementation of a relatively new technique with a concept similar to Virtual Memory known as Virtual Texturing. The result is a real-time application demonstrating a teacup mapped with a texture with the dimensions of 2,097,152 ² pixels.

Place, publisher, year, edition, pages
2010.
Keywords [en]
Technology, Implementing virtual texturing graphics programming game, development java shader opengl glsl
Keywords [sv]
Teknik
Identifiers
URN: urn:nbn:se:ltu:diva-44306ISRN: LTU-HIP-EX--10/009--SELocal ID: 2188aaad-064c-4214-8460-1a8a434bf06bOAI: oai:DiVA.org:ltu-44306DiVA, id: diva2:1017582
Subject / course
Student thesis, at least 15 credits
Educational program
Computer Game Programming, bachelor's level
Examiners
Note
Validerat; 20101217 (root)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

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fulltext(458 kB)673 downloads
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Type fulltextMimetype application/pdf

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf