Packing Vertex Data into Hardware-Decompressible Textures

Most graphics hardware features memory to store textures and vertex data for rendering. However, because of the irreversible trend of increasing complexity of scenes, rendering a scene can easily reach the limit of memory resources. Thus, vertex data are preferably compressed, with a requirement tha...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 24(2018), 5 vom: 03. Mai, Seite 1705-1716
1. Verfasser: Kwan, Kin Chung (VerfasserIn)
Weitere Verfasser: Xu, Xuemiao, Wan, Liang, Wong, Tien-Tsin, Pang, Wai-Man
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2018
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't