For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...
Questions tagged [texture]
237 questions
54
votes
5 answers
Sharp Corners with Signed Distance Fields Fonts
Signed Distance Fields (SDFs) was presented as a fast solution to achieve resolution independent font rendering by Valve in this paper.
I already have the Valve solution working but I'd like to preserve sharpness around corners. Valve states that…
Felipe Lira
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36
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2 answers
How can virtual texturing actually be efficient?
For reference, what I'm referring to is the "generic name" for the technique first(I believe) introduced with idTech 5's MegaTexture technology. See the video here for a quick glance on how it works.
I've been skimming some papers and publications…
Llamageddon
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22
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3 answers
Performance of vector graphics versus bitmap or raster graphics
Sometimes I use vector graphics, simply because they look just slightly nicer in some cases, and other times, I use bitmap/raster graphics.
I was wondering, are there any significant performance differences between these two options?
Ethan Bierlein
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16
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1 answer
How are mipmap levels computed in Metal?
My question is specifically in regards to Metal, since I don't know if the answer would change for another API.
What I believe I understand so far is this:
A mipmapped texture has precomputed "levels of detail", where lower levels of detail are…
lcmylin
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16
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How does hardware texture compression work?
That it compresses the data compared to the pixel array is obvious.
But what makes it different from from normal compression (like png, jpeg)?
ratchet freak
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16
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How is anisotropic filtering typically implemented in modern GPUs?
Anisotropic filtering "retains the sharpness of a texture normally lost by MIP map texture's attempts to avoid aliasing". The Wikipedia article gives hints about how it can be implemented ("probe the texture (...) for any orientation of…
wip
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Are lookup textures still used for anything?
I know in the not so long ago (5-10 years?) that it was popular / efficient to bake data out into textures and then read the data from the textures, often using the built in texture interpolation to get linear interpolation of the baked out…
Alan Wolfe
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14
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How does mip-mapping work with non-power-of-2 textures?
I have heard that recent GPUs all support non-power-of-2 textures and all features just work. However, I don't understand how mip-mapping would work in such a scenario. Can someone explain?
ap_
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13
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Derivative maps vs. Tangent Space Normal maps
I discovered that some engines use derivative maps instead of tangent space normal maps.
After some reading, it seems to be a really awesome way to replace tangent space normals but are there some disadvantage using them ? Why still continue using…
MaT
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13
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How does Texture Cache work considering multiple shader units
Modern GPUs have many parallel shading units. I'd like to know how texture cache is managed in that scenario.
Felipe Lira
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12
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1 answer
Is a cubic Lagrange interpolation tensor product the same as bicubic interpolation?
I just implemented some interpolated texture sampling by sampling the 4x4 nearest pixels then doing Lagrange interpolation across the x axis to get four values to use Lagrange interpolation on across the y axis.
Is this the same as bicubic…
Alan Wolfe
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12
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1 answer
Is modifying a texture (painting on it) considered a "state change"?
The convention in graphics is that performing fewer state changes is better than performing more state changes (switching shaders, binding buffers, binding textures, etc.). For textures, it is faster to render many polygons using a single atlas (for…
TheBuzzSaw
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11
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Algorithms for down sampling an image?
Bicubic sampling is pretty good for up sampling an image and making it larger, but is it a good choice for down sampling as well? Are there better choices?
Alan Wolfe
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11
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2 answers
Is using many texture maps bad for caching?
If I have many textures (say 5+ maps) bound to the same texture unit, does it work worse for cache than if I had only 2 or 3 textures?
Felipe Lira
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11
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16bit half-float linear HDR images as (diffuse/albedo) textures?
So I been thinking about this for a while and tried to google for an answer but without any success.
If all your textures are 8bit LDR images, like JPEGs, couldn't that potentially cause conflicts with exposure control/tone mapping when rendering.…
Kristoffer Helander
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