Footprint area sampled texturing

  title={Footprint area sampled texturing},
  author={Baoquan Chen and Frank Dachille and Arie E. Kaufman},
  journal={IEEE Transactions on Visualization and Computer Graphics},
We study texture projection based on a four region subdivision: magnification, minification, and two mixed regions. We propose improved versions of existing techniques by providing exact filtering methods which reduce both aliasing and overblurring, especially in the mixed regions. We further present a novel texture mapping algorithm called FAST (footprint area sampled texturing), which not only delivers high quality, but also is efficient. By utilizing coherence between neighboring pixels… 

Dipmap: A new texture filtering method for texture mapping

  • Houqing DuY. Wan
  • Computer Science
    2012 IEEE International Conference on Information Science and Technology
  • 2012
Experiments show that Dipmap can deliver much improved image rendering quality than the state-of-the-art texture filtering methods like Mip map, Ripmap and FAST, while being nearly as efficient as Mipmap.

Cardinality-constrained texture filtering

This work presents a method to create high-quality sampling filters by combining a prescribed number of texels from several resolutions in a mipmap by performing a cardinality-constrained least-squares optimization.

The analysis of projective transformation algorithms for image recognition on mobile devices

Methods appropriate for real-time mobile recognition systems, which collect more and more attention, do not only require fast projective transform methods, but also demand high quality images without artifacts, are chosen.

Bilinear Accelerated Filter Approximation

This work approximates exact texture filtering for arbitrary scales and translations of an image while taking into account the performance characteristics of modern GPUs, similar in quality to Cardinality‐Constrained Texture Filtering but runs two times faster.

Rendering anti-aliased line segments

The main contribution extends theAnti-aliasing theory in texture mapping to anti-aliased line segment rendering, and presents an approximation algorithm to render high quality anti-Aliased opaque and transparent line segments in 3D models.

BAOQUAN CHEN Research Statement

My research in the area of visualization and computer graphics focuses on volume visualization, outdoor environment acquisition and rendering, and digital design. As described below, my work is

Lancer de photons multi-passes et écrasement de photons pour le rendu optronique

La simulation de l'eclairage par illumination globale a fait l'objet de nombreuses recherches et applications au cours des dernieres annees. Tout d'abord utilisee dans le domaine visible, la



Adaptive precision in texture mapping

An adaptive, iterative technique for obtaining texture samples of arbitrary precision when synthesizing a computer-generated image and proposes the use of an auxiliary table which contains local estimates of the texture variance.

Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm

Algorithms for accelerating antialiasing in 3D graphics through low-cost custom hardware through a multiple-pass algorithm to perform front-to-back hidden surface removal and shading are described.

Survey of Texture Mapping

The fundamentals of texture mapping are surveyed, which can be spilt into two topics: the geometric mapping that warps a texture onto a surface, and the filtering necessary to avoid aliasing.

Feline: fast elliptical lines for anisotropic texture mapping

This paper describes a new texture filtering technique called Feline, which uses an underlying space-invariant (isotropic) filter with mipmapped data, and so can be built on top of an existing trilinear filtering engine.

Forward Image Warping

A new forward image warping algorithm, which speeds up perspective warping – as in texture mapping, is presented, which reduces the complexity of perspective-correct image warped by eliminating the division per pixel and replacing it with a division per scanline.

EWA volume splatting

A novel framework for direct volume rendering using a splatting approach based on elliptical Gaussian kernels and the concept of a resampling filter combining a reconstruction with a low-pass kernel is introduced to avoid aliasing artifacts.

MIP-Map Level Selection for Texture Mapping

This investigation was carried out as part of the design work for a screen-space rasterization ASIC and the implementations of several algorithms of comparable visual quality are discussed, and a comparison is provided in terms of per-primitive and per-pixel computational costs.

Forward image mapping

A novel forward image mapping algorithm, which speeds up perspective warping, as in texture mapping, by reducing the complexity of perspective-correct image warping by eliminating the division per pixel and replacing it with a division per scanline.

An anti-aliasing technique for splatting

The authors propose a mechanism for avoiding spatial and temporal aliasing artifacts in splatting algorithms, which delivers high-quality splatted images and has the potential for a very efficient hardware implementation.

Pyramidal parametrics

This paper advances a “pyramidal parametric” prefiltering and sampling geometry which minimizes aliasing effects and assures continuity within and between target images.