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Journals and Conferences
When rendering terrains that utilize high resolution texture maps, texture memory management can quickly become the performance bottleneck. We present a system that computes a small working set of texture maps for each frame to be rendered. Utilizing frame coherence and a simple recurrence relation, the algorithm computes the texture resolutions necessary… (More)
The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization - writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible.
The affine transform is a fundamental computer graphics tool. While there are many situations which require the linear combination of such transformations, most practioners find these operations troublesome due to the non-linear nature of rotations. Alexa  proposed a methodology for treating transforms as linear, and although this is a worthwhile… (More)