Martin Mittring

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In this chapter we do not present one specific algorithm; instead we try to describe the approaches the German company named Crytek took to find certain rendering algorithms that work well together. We believe this information is valuable for anyone that wants to implement similar rendering algorithms because often the implementation challenges arise when(More)
A <i>virtual texture</i> is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory. This functionality is already accessible with the efficient pixel shader capabilities available on the recent generations of commodity GPUs. In this chapter we will be(More)
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