Hardware Implementation of an Anisotropic Texture Filter

被引:0
|
作者
Xu Q. [1 ]
Du H. [1 ]
Zeng Z. [1 ]
Wang P. [1 ]
机构
[1] School of Electronic Engineering, Xi'an University of Posts & Telecommunications, Xi'an
来源
Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics | 2019年 / 31卷 / 01期
关键词
Anisotropy; Footprint; Texture anti-aliasing; Texture mapping;
D O I
10.3724/SP.J.1089.2019.16953
中图分类号
学科分类号
摘要
In order to decrease the texture aliasing during texture mapping, one of methods is to approximate aniso-tropic filtering by isotropic filtering in computer graphics field. In such an approximation, MIP-MAP layer could be obtained using footprint and logarithm, whose implementations cause larger size of the circuits in Cordic or quadratic approximation. In this paper, a linear approximation to calculate footprint and logarithm is presented to simplify their circuits and footprint calculation with one adder and one shifter and logarithm with one adder were implemented. The absolute value of error of MIP-MAP layers between the approximation and origin is less than 7%. The approximate anisotropic filtering proposed in this paper was validated on Xilinx ZC706 board. © 2019, Beijing China Science Journal Publishing Co. Ltd. All right reserved.
引用
收藏
页码:176 / 182
页数:6
相关论文
共 14 条
  • [1] Han J.H., 3D graphics for game programming
  • [2] Du H., Du Q., Ji K., Et al., Survey on the post-processing anti-aliasing techniques, Journal of Xi'an Institute of Posts and Telecommunications, 21, 1, pp. 7-15, (2016)
  • [3] Lv Y.B., Xu J.F., Research and application on the means of transparent texture anti-aliasing, Proceedings of the 3rd International Symposium on Information Science and Engineering, pp. 382-385, (2011)
  • [4] Cant R., Langensiepen C., Rhodes D., Fourier texture filtering, Proceedings of the 15th International Conference on Computer Modelling and Simulation, pp. 123-128, (2013)
  • [5] Ewins J.P., Waller M.D., White M., Et al., MIP-map level selection for texture mapping, IEEE Transactions on Visualization and Computer Graphics, 4, 4, pp. 317-329, (1998)
  • [6] Boo M., Amor M., High-performance architecture for anisotropic filtering, Journal of Systems Architecture, 51, 5, pp. 297-314, (2005)
  • [7] Olano M., Mukherjee S., Dorbie A., Vertex-based anisotropic texturing, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, pp. 95-98, (2001)
  • [8] Blinn J., Hyperbolic interpolation, IEEE Computer Graphics and Applications, 12, 4, pp. 89-94, (1992)
  • [9] Miller G.S., Hoffman C.R., Illumination and reflection maps: simulated objects in simulated and real environments
  • [10] Mavridis P., Papaioannou G., High quality elliptical texture filtering on GPU, Proceedings of the Symposium on Interactive 3D Graphics and Games, pp. 23-30, (2011)