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For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...

7 votes

Gaussian blur with transparency

I apologise for only skimming through your question/answer and the links you gave but I thought it would be a good idea to post what needs to be done to correctly do any blending and/or filtering on i …
Simon F's user avatar
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5 votes

What happened to my texture mapping?

You aren't doing perspective correct texturing. At each pixel, $(X,Y)$, you need to be computing U and V with the equivalent of: $U=\frac{aX+bY+c}{pX+qY+r}$ $V=\frac{dX+eY+f}{pX+qY+r}$ The denomina …
Simon F's user avatar
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5 votes

Are textures automatically Morton-coded when loaded to VRAM?

I've worked with different generations of the same vendor's hardware which have, variously, required software (either the API/driver or the texture tool) to preorder the texture data into a Morton/tiled …
Simon F's user avatar
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3 votes
Accepted

Why does mipmapping separate out the RGB channels?

Re separating RGB, I guess you are referring to Lance Williams' "Pyramidal Parametrics" paper. I suspect he did it that way to fit in with the graphics system he had, but on modern GPUs (at least sinc …
Simon F's user avatar
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1 vote

Why is it so important to minimize alpha in textures for rendering

I would say the reason for reducing cases of alpha blending (or testing) has less to do with the cost of the actual read-modify-write but more to do with increasing the use of early Z testing that's a …
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34 votes

How does hardware texture compression work?

, b. use of a single channel texture (e.g. 4bpp) that is then multiplied by a per-texture RGB value, c. … a good approximation of the original texture. …
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16 votes
Accepted

Is using many texture maps bad for caching?

Texture compression Perhaps a bit of an obvious option, but if you can use texture compression (e.g. … Data size Obviously, some data, e.g. render targets used as texture data in subsequent renders, can't employ texture compression. …
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2 votes
Accepted

Texture Mapping jagged pixel edges

May I suggest instead that, rather than doing point sampling of your texture, try doing (at the very least) bilinear filtering which will hide the precision artefacts and also IMHO look better than having … UPDATE2 It will also be affected by how far away from the origin of the texture you are when you sample it. …
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1 vote
Accepted

Is there any free software to visualize a texture mapped to a sphere?

Though I've not tried, you could probably modify the code (use, say, "view page source" to read it, or save a local copy and edit) to load whatever texture your heart desired. …
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1 vote

Projective texturing from many images

Apologies in advance for the poor quality of this answer, but this sounds a little like what an ex-colleague was doing as part of his PhD. The "Free-Viewpoint video" papers listed at the bottom of htt …
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2 votes

What does texture resolve mean?

Perhaps some example usage from graphics papers might be helpful - it basically refers to computing a 'pixel' value potentially from multiple fragments... RealityEngine Graphics (Akeley. 1993) …
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5 votes
Accepted

Moires patterns despite using mipmaps

Standard Trilinear filtering will also over- and under-filter parts of the texture. …
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5 votes

How to use multithreading in 3D software renderer to speed up fetching texture values

Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. … Though this article is old and describes paging of texture data, it is still very relevant today. …
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