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![Texture ArraysTexture Arrays• Like 3D / Volume Textures, except:Like 3D / Volume Textures, except:– No filtering between 2D slicesNo filtering between 2D slices– Only X and Y decrease with mipmap level (Z doesn’t)Only X and Y decrease with mipmap level (Z doesn’t)– Z indexed by integer index, not [0,1]Z indexed by integer index, not [0,1]• E.g. (0.5, 0.5, 4) would be (0.5, 0.5) from the 5E.g. (0.5, 0.5, 4) would be (0.5, 0.5) from the 5ththsliceslice• API SupportAPI Support– Direct3D 10+: Texture2DArrayDirect3D 10+: Texture2DArray– OpenGL 3.0+: GL_TEXTURE_2D_ARRAYOpenGL 3.0+: GL_TEXTURE_2D_ARRAY](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2frealtimeptex-140325124908-phpapp01%2f75%2fRealtime-Per-Face-Texture-Mapping-PTEX-30-2048.jpg&f=jpg&w=240)


![Pack Texture ArraysPack Texture Arrays10x10x3(1+8+1)x(1+8+1)x36x6x4(1+4+1)x(1+4+1)x44x4x4(1+2+1)x(1+2+1)x4GPU Layout Texture2DArraygColor[0]gColor[1]gColor[2]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2frealtimeptex-140325124908-phpapp01%2f75%2fRealtime-Per-Face-Texture-Mapping-PTEX-33-2048.jpg&f=jpg&w=240)


















The document discusses a technique for per-face texture mapping in real-time rendering, specifically using native ptex datasets to eliminate texture seams and manual model unwrapping. The process involves various steps like loading models, generating mipmaps, filling borders, and packing textures to achieve high performance, with reported frame rates of ~800 fps on a GTX 460. It also highlights the importance of addressing filtering issues across edges and corners for continuous texture appearance.





























![Texture ArraysTexture Arrays• Like 3D / Volume Textures, except:Like 3D / Volume Textures, except:– No filtering between 2D slicesNo filtering between 2D slices– Only X and Y decrease with mipmap level (Z doesn’t)Only X and Y decrease with mipmap level (Z doesn’t)– Z indexed by integer index, not [0,1]Z indexed by integer index, not [0,1]• E.g. (0.5, 0.5, 4) would be (0.5, 0.5) from the 5E.g. (0.5, 0.5, 4) would be (0.5, 0.5) from the 5ththsliceslice• API SupportAPI Support– Direct3D 10+: Texture2DArrayDirect3D 10+: Texture2DArray– OpenGL 3.0+: GL_TEXTURE_2D_ARRAYOpenGL 3.0+: GL_TEXTURE_2D_ARRAY](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2frealtimeptex-140325124908-phpapp01%2f75%2fRealtime-Per-Face-Texture-Mapping-PTEX-30-2048.jpg&f=jpg&w=240)


![Pack Texture ArraysPack Texture Arrays10x10x3(1+8+1)x(1+8+1)x36x6x4(1+4+1)x(1+4+1)x44x4x4(1+2+1)x(1+2+1)x4GPU Layout Texture2DArraygColor[0]gColor[1]gColor[2]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2frealtimeptex-140325124908-phpapp01%2f75%2fRealtime-Per-Face-Texture-Mapping-PTEX-33-2048.jpg&f=jpg&w=240)

















