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dc.contributor.authorMaggiordomo, Andreaen_US
dc.contributor.authorTarini, Marcoen_US
dc.contributor.editorSauvage, Basileen_US
dc.contributor.editorHasic-Telalovic, Jasminkaen_US
dc.date.accessioned2022-04-22T07:54:27Z
dc.date.available2022-04-22T07:54:27Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-171-7
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egp.20221009
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egp20221009
dc.description.abstractWe present an algorithm to hide discontinuity artifacts at seams in GPU compressed textures. Texture mapping requires UV-maps, and UV-maps (in general) require texture seams; texture seams (in general) cause small visual artifacts in rendering; these can be prevented by careful, slight modifications a few texels around the seam. Unfortunately, GPU-based texture compression schemes are lossy and introduce their own slight modifications of texture values, nullifying that effort. The result is that texture compression may reintroduce the visual artefacts at seams. We modify a standard texture compression algorithm to make it aware of texture seams, resulting in compressed textures that still prevent the seam artefacts.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies --> Texturing; Image compression
dc.subjectComputing methodologies
dc.subjectTexturing
dc.subjectImage compression
dc.titleSeamless Compressed Texturesen_US
dc.description.seriesinformationEurographics 2022 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egp.20221009
dc.identifier.pages21-22
dc.identifier.pages2 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License