Change search
ReferencesLink to record
Permanent link

Direct link
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
Keyword [en]
Technology, Implementing virtual texturing graphics programming game, development java shader opengl glsl
Keyword [sv]
URN: urn:nbn:se:ltu:diva-44306ISRN: LTU-HIP-EX--10/009--SELocal ID: 2188aaad-064c-4214-8460-1a8a434bf06bOAI: diva2:1017582
Subject / course
Student thesis, at least 15 credits
Educational program
Computer Game Programming, bachelor's level
Validerat; 20101217 (root)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

Open Access in DiVA

fulltext(458 kB)0 downloads
File information
File name FULLTEXT01.pdfFile size 458 kBChecksum SHA-512
Type fulltextMimetype application/pdf

Search outside of DiVA

GoogleGoogle Scholar
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

ReferencesLink to record
Permanent link

Direct link