• DocumentCode
    1063424
  • Title

    The truth about texture mapping

  • Author

    Blinn, James F.

  • Volume
    10
  • Issue
    2
  • fYear
    1990
  • fDate
    3/1/1990 12:00:00 AM
  • Firstpage
    78
  • Lastpage
    83
  • Abstract
    The author describes how the unique configuration of the planet Uranus influenced him to take a close look at how the layout of a texture map in memory affects the performance of the rendering algorithm. A planet rendering program that calculates, for each occupied pixel on the screen, the latitude and longitude visible at that pixel, is described. It uses this latitude and longitude to index into a texture map to get a surface color. The actual texture color comes from bilinearly interpolating the texture colors at the four texture map pixels that surround that latitude and longitude. This, along with the shading calculations, gives the net color of the pixel. The use of virtual memory, handling page faults, tiling, and address generation are considered.<>
  • Keywords
    computer graphics; address generation; bilinearly interpolating; page faults; planet Uranus; rendering algorithm; texture color; texture mapping; tiling; virtual memory; Application software; Art; Brightness; Computer graphics; Interpolation; Layout; Planets; Random access memory; Read-write memory; Surface texture;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/38.50676
  • Filename
    50676